XP 800
N Small outsider (cold)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural,
+1 size)
hp 19 (3d10+3); fast healing 2 (works only in areas below freezing)
Fort +2, Ref +5, Will +3
DR 5/magic Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%), magic missile 1/hour, chill metal 1/day (DC 14)
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 Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4
rounds as a standard action. The DC is Constitution-based and includes
a +1 racial bonus.
The breath weapon of an ice mephit is a cone of ice that deals 1d4 cold damage. The cold also causes living
creatures to be sickened for 3 rounds. A Reflex save halves the damage
and negates the sickened effect.