|Size/Type:||Small Outsider (Air, Cold, Extraplanar)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||30 ft. (6 squares), fly 50 ft. (perfect)|
|Armor Class:||18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15|
|Attack:||Claw +4 melee (1d3 plus 1d4 cold)|
|Full Attack:||2 claws +4 melee (1d3 plus 1d4 cold)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Breath weapon, spell-like abilities, summon mephit|
|Special Qualities:||Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire|
|Saves:||Fort +3, Ref +6, Will +3|
|Abilities:||Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15|
|Skills:||Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)|
|Feats:||Dodge, Improved Initiative|
|Environment:||Elemental Plane of Air|
|Organization:||Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)|
|Advancement:||4-6 HD (Small); 7-9 HD (Medium)|
|Level Adjustment:||+3 (cohort)|
Ice mephits come from the Elemental Plane of Air.
Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.
Ice mephits speak Common and Auran.
Breath Weapon (Su)
10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex)
An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.