![[Ice Mephit pic.png|250]]
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| ----------------- | -------------- |
| 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.