![[Ice Mephit pic.png|250]] | | | | ----------------- | -------------- | | Climate/Terrain: | Any | | Frequency: | Common | | Organization: | Solitary | | Activity Cycle: | Any | | Diet: | Nil | | Intelligence: | Average (8-10) | | Treasure: | N | | Alignment: | Neutral | | No. Appearing: | 1-10 | | Armor Class: | 5 | | Movement: | 12, Fl 24 (B) | | Hit Dice: | 3 | | THAC0: | 17 | | No. of Attacks: | 2 | | Damage/Attack: | 1d2/1d2 | | Special Attacks: | See below | | Special Defenses: | See below | | Magic Resistance: | Nil | | Size: | M (5' tall) | | Morale: | Average (8-10) | | XP Value: | 420 | Ice mephits are angular, with translucent, ice-blue skin. They live on the colder Lower Planes and thus never mix with fire, magma, [smoke](https://www.completecompendium.com/appendix/mephit1), 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 [[Spells/Magic User/9th Level MU/Gate|Gate]] in one other mephit, either [mist](https://www.completecompendium.com/appendix/mephit8) 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.