Mephit, Ice

Small Outsider (Air, Cold, Extraplanar) — CR 3

Monster Manual v.3.5 (MM), p. 182Updated 3.5

Mephit, Ice is a D&D 3.5 monster from MM, p. 182. CR 3, HD 3d8 (13 hp).

Hit Dice
3d8 (13 hp)
Initiative
+7
Speed
Land 30 ft
Armor Class
18, touch 14, flat-footed 15
Base Attack / Grapple
+3/-2
Attack
Claw +4 melee (1d3 plus 1d4 cold)
Full Attack
2 claws +4 melee (1d3 plus 1d4 cold)
STR
10
DEX
17
CON
10
INT
6
WIS
11
CHA
15
Fort / Ref / Will
+3 / +6 / +3
Challenge Rating
3
Alignment
Usually Neutral
Organization
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Treasure
Standard
Environment
Elemental Plane of Air
Level Adjustment
+3
Caster Level
3

Special Abilities

Feats

This winged creature looks like a miniature human made of snow and ice. It has translucent skin.

Description

Mephits are minor creatures from the elemental planes. They are more curious than evil, though each individual’s nature varies depending on the essence of the element that birthed it.

All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.

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

All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.

A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

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.

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.

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.

Fast Healing (Ex): An ice mephit heals 2 points of damage each round only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F (0°C). or below.