Ice Mephit - Monsters

Ice Mephit
Small elemental humanoid (water)
Level 4 Artillery XP 175

HP 44; Bloodied 22Initiative +6
AC 18, Fortitude 15, Reflex 17, Will 16Perception+2
Speed 6 (ice walk), fly 6Darkvision
Immune cold

Traits

Regeneration

The mephit regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mephit takes fire or psychic damage, its regeneration does not function on its next turn.

Standard Actions

(⚔) Claws (cold) ✦ At-Will

Attack: Melee 1 (one creature); +9 vs. AC

Hit: 1d6 + 6 damage plus 1d6 cold damage, and the target cannot take actions until the start of its next turn.

Frost Dagger (cold) ✦ At-Will

Attack: Ranged 10 (one or two creatures); +9 vs. Reflex

Hit: 1d6 + 6 cold damage.

Freezing Blast (cold, zone) ✦ Recharge ⚄ ⚅

Attack: Close blast 3 (creatures in the blast); +7 vs. Reflex

Hit: 1d8 + 4 cold damage, and ongoing 5 cold damage (save ends).

Miss: Half damage.

Effect: The blast creates a zone of icy ground that lasts until the end of the mephit's next turn. The zone is difficult terrain for creatures without ice walk.

Skills Stealth +11
Str 12 (+3)                Dex 18 (+6)                Wis 11 (+2)
Con 14 (+4)                Int 8 (+1)                Cha 15 (+4)

Alignment Unaligned        Languages Common, Primordial

Published in Dragon Magazine 421.