Mephit:Ice Mephit | Size & Type (subtype): | Small Outsider (Air, Cold) | Hit Dice: | 3d8 (13) | Initiative: | +7 (+3 Dex, +4 Improved Initiative) | Speed: | 30 ft., fly 50 ft. (perfect) | Armor Class: | 18 (+1 size, +3 Dex, +4 natural) | Attacks: | 2 claws +4 melee | Damage: | Claw 1d3 and 2 cold | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Breath weapon, spell-like abilities, summon mephit | Special Qualities: | Cold subtype, fast healing 2, damage reduction 5/+1 | Saving Throws | Fortitude: 3 Reflex: 6 Will: 3
| Abilities: | Str: 10 Dex: 17 Con: 10 Int: 12 Wis: 11 Cha: 15 | Skills: | Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6 | Feats: | Improved Initiative | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | Standard | Alignment: | Usually neutral | Advancement: | 4-6 HD (Small); 7-9 HD (Medium-size) |
| Description: |
Breath Weapon (Su): Cone of ice shards, 10 feet, every 1d4
rounds as a standard action; damage 1d4, Reflex half DC 12. Living
creatures that fail their saves are tormented by frostbitten skin
and frozen eyes unless they are immune to or protected from cold.
This imposes a -4 morale penalty to AC and a -2 morale penalty to
attack rolls for 3 rounds.
Spell-Like Abilities: 1/hour-magic missile as the spell cast
by a 3rd-level sorcerer; 1/day-chill metal as the spell cast by a
6th-level sorcerer. (save DC 12 + spell level)
Summon Mephit (Sp): Once per day, all mephits can summon other
mephits much as though casting a summon monster spell, but they
have only a 25% chance of success to summon one mephit of the
same type. Roll d%: On a failure, no creature answers the
summons. A mephit that has just been summoned cannot use its own
summon ability for 1 hour.
Cold Subtype (Ex): Cold immunity; double damage from fire
except on a successful save.
Fast Healing (Ex): An ice mephit heals 2 points of damage
each round, provided it is still alive and it is touching a
piece of ice of at least Tiny size or if the ambient temperature
is freezing or below.
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