Mephit, Ice

Mephit, Ice (CR 3)
Small outsider (air, water)
Init 16; Senses darkvision; Notice 16
Defense
AC 17, flat-footed 14
(+2 Dex, +1 dodge, +3 natural, +1 size)
HP 19 (3d10+3); fast healing 2 (below freezing)
Fort +2, Ref +5, Will +3
DR 5/magic; Immune cold, electricity
Offense
Speed 30 ft., fly 40 ft.
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (2/day; 15-foot cone, 1d4 cold plus sickened 3 rounds, R-DC 13 for half; +1 racial bonus)
Spell-Like Abilities (CL 3rd; caster check +5)
1/day—summon (level 2, 1 ice mephit 25%), chill metal
1/hour—magic missile
Statistics
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Deception +8, Knowledge (planes) +4, Perception +6, Stealth +12
Languages Auran, Common
Ecology
Environment Realms Within (Atmosphaira, Oceanus)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure Value 800 gp

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.