Ice Mephit | CR 3 |
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Usually N Small Outsider (Air, Cold, Extraplanar) Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6 Languages Common, Auran |
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AC 18, touch 14, flat-footed 15; Dodge hp 13 (3 HD); DR 5/magic; fast healing 2 Immune cold Fort +3, Ref +6, Will +3 Weakness vulnerability to fire |
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Speed 30 ft., fly 50 ft. (perfect) Melee 2 claws +4 (1d3 plus 1d4 cold) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp −1 Special Actions breath weapon, summon mephit Spell-like Abilities (CL 6): 1/hour—magic missile 1/day—chill metal (DC 14) The save DCs are Charisma-based |
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Abilities Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 Feats Dodge, Improved Initiative Skills Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) Advancement 4-6 HD (Small); 7-9 HD (Medium) Level adjustment +3 (cohort) |
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Breath Weapon (Su) 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex) An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.
Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell. |