Alternate Versions
Size
Hero Forge: 3 ft. (XL)
Lore: Small/Medium (4 ft.)
Suggested: Small to Medium
Other Monikers
None
Abilities
- Frost breath
- Claw attacks
- Flight
- Immune to cold, poison
- Innate Spellcasting
- Summons other mephits
- Perfect camouflage when hiding in ice
- Damaging burst of ice shards upon death
Appearance
Ice mephits are angular, with translucent, ice-blue skin.
Home Plane
Para-Elemental Plane of Ice
Stat Block
5th Edition:
- Monster Manual (2014)
3.5e:
2nd Edition:
Description
(from Planescape: Monstrous Compendium Appendix I - 1994):
Ice mephits are angular, with translucent, ice-blue skin. They live on the colder Lower Planes and thus never mix with fire, magma, smoke, or steam mephits. Ice mephits act aloof and cruel, surpassing other mephits in torture and wanton destruction.
Combat: Ice mephits attack with two clawed hands (1d2 damage each). In addition, their chilling touch reduces the victim’s attack rolls by 1 per hit. These effects are cumulative and last three turns, or until the victim is healed to full hit points, whichever comes first.
Ice mephits can breathe a volley of ice shards every other melee round, up to three times per day. This volley automatically hits a single victim within 15’ (1d6 damage, save vs. breath weapon for half damage).
Once per hour an ice mephit can attempt to gate in one other mephit, either mist or ice.
Ice mephits are of course immune to all cold-based attacks, but take full damage from fire- or heat-based attacks.
Ecology: Confined ice mephits chill small rooms for the cold storage of perishables.
(From 3.5e Monster Manual I - 2003):
This winged creature looks like a miniature human made of snow and ice. It has translucent skin.
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.
Combat:
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.
Spell-Like Abilities: 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.
Sources
- 5th Edition Monster Manual (2014)
- 3.5e Monster Manual
- Planescape: Monstrous Compenedium Appendix I (1994)