Mephit, Ice (CR 3)
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 3d8 (13 hp); DR: 5/magic
Fort +3, Ref +6, Will +3
Speed: 30 ft., fly 50 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee
Damage: Claw 1d3 and 1d4 cold
Special Attacks/Actions: Breath weapon, spell-like abilities, summon mephit
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Special Qualities: Fast healing 2, immune to cold, vulnerable to fire
Feats: Improved Initiative
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +9, Hide +13, Listen +6, Move Silently +9, Spot +6, and Use Rope +3 (+5 with bindings)
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Climate/Terrain: Elemental Plane of Air
Organization: Solitary, gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Breath Weapon (Su): Cone of ice shards, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they immune to or protected from cold. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
A mephit can use its breath weapon once every 1d4 rounds as a standard action.
Spell-like Abilities: 1/hour - magic missile as the spell cast by a 3rd-level sorcerer; 1/day - chill metal as the spell cast by a 6th-level sorcerer (save DC 12 + spell level).
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Fast Healing (Ex): An ice mephit heals 2 points of damage each round, only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.