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Ice MephitCreature 1


UncommonNSmallAirElementalWater
Source Pathfinder Bestiary 2
Perception +3 (darkvision)
Languages Aquan, Auran
Skills Acrobatics +7, Intimidation +5
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +2

AC 17; Fort +5; Reflex +9; Will +3;
HP 18 (fast healing 2 (when touching ice or snow)
Speed 20 feet (fly 25 feet)
Immunities bleed, cold, paralyzed, poison, sleep
Weaknesses Fire 3

Claw One Action +9 (+5, +1) to hit (agile, finesse) 1d4 Slashing + 1d4 Cold

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Fast Healing 2 (when touching ice or snow)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Breath Weapon Two Actions (arcane, cold)

The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic reflex save).

The ice mephit can't use Breath Weapon again for 1d4 rounds.


Arcane Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Chill Touch, Ray of Frost


Though capable of the same depths of cruelty as their fire mephit kin, ice mephits carry theirs out in a more calculating way. Unlike most mephits, these pale blue mephits prefer solitude to company. Lacking in empathy, they are known for their callousness, and have a reputation for brutal honesty. They also have few moral qualms about acting selfishly and exploiting weakness for their own gain, should the chance arise.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.