Ice Mephit
Small elemental humanoid (water)
Level 4 Artillery XP 175
| HP 44; Bloodied 22 | Initiative +6 |
| AC 18, Fortitude 15, Reflex 17, Will 16 | Perception+2 |
| Speed 6 (ice walk), fly 6 | Darkvision |
| 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.
ᗕ 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.