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 D20
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This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
|  D20
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ICE MEPHIT
| Size/Type:
| Small Outsider (Air, Cold, Extraplanar)
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| Hit Dice:
| 3d8 (13 hp)
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| Initiative:
| +7
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| Speed:
| 30 ft. (6 squares), fly 50 ft. (perfect)
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| Armor Class:
| 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
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| Base Attack/Grapple:
| +3/–1
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| Attack:
| Claw +4 melee (1d3 plus 1d4 cold)
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| Full Attack:
| 2 claws +4 melee (1d3 plus 1d4 cold)
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| Space/Reach:
| 5 ft./5 ft.
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| Special Attacks:
| Breath weapon, spell-like abilities, summon mephit
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| Special Qualities:
| Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire
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| Saves:
| Fort +3, Ref +6, Will +3
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| Abilities:
| Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
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| 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)
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| Feats:
| Dodge, Improved Initiative
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| Environment:
| Elemental Plane of Air
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| Organization:
| Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
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| Challenge Rating:
| 3
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| Treasure:
| Standard
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| Alignment:
| Usually neutral
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| Advancement:
| 4–6 HD (Small); 7–9 HD (Medium)
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| Level Adjustment:
| +3 (cohort)
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Ice mephits come from the Elemental Plane of Air.
Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.
Ice mephits speak Common and Auran.
COMBAT
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 Consitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma-based.
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.
System Reference Document -> List of Creatures (SRD)