Ice Mephit
Creature 1 (uncommon) — air, elemental, water
Pre-Remaster content. May include legacy alignment.
FlankerWeaverLANDAERIALelementalairwatercold
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.
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +3; darkvision
Languages sussuran, thalassic
Skills acrobatics +7, intimidation +5
Str
+0
Dex
+4
Con
+0
Int
-2
Wis
+0
Cha
+2
AC 17
Fort +5
Ref +9
Will +3
HP 18 (fast healing 2 (when touching ice or snow))
Immunities bleed, cold, paralyzed, poison, sleep
Weaknesses fire 3
Speed 20 feet, fly 25 feet
Offense
Melee Claw (agile, finesse, unarmed) +9, Damage 1d4 slashing plus 1d4 cold
Abilities
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 (arcane, cold) — The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold plus 1d6 piercing{1d6 cold damage and 1d6 piercing damage} to each creature within the area (DC 17 Reflex save).
The ice mephit can't use Breath Weapon again for 1d4 rounds.
The ice mephit can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells DC 17, attack +9
Cantrips Chill Touch, Ray of Frost
WORKS WELL WITH
AnvilLAND / AERIALAn anvil pins enemies in place on the ground while the flanker uses aerial mobility to attack from angles that bypass the anvil's engaged melee scrum.
CrasherLAND / AERIALA crasher draws enemy attention and aggro head-on, giving the flanker space to set up breath weapon lines and flanking strikes from elevated positions.
PUNISHES
✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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