Gaming
 

Ice mephit (familiar)

From NWNWiki

Ice mephit portrait

Ice mephits can fling bolts of cold.

Pulled from the elemental planes, mephits are cunning and swift opponents. These small creatures can be quite hard to kill and also quite deadly.

[edit] Statistics

Race: outsider
Alignment: true neutral
Armor class: 18 (including the size modifier)
Hit points: 3 to 170
Attack bonus: +2 to +36/+31/+26/+21
Damage:
at level 1: 1d3 piercing-slashing damage + 2 cold damage
at level 40: 1d6 + 5 piercing-slashing damage + 2 cold damage

Hit dice (level): 1 to 40
Challenge rating: 2 to 27

Abilities
  strength 10
dexterity 17
constitution 8
intelligence 12
wisdom 11
charisma 15

Saves
  fortitude 1 to 21
reflex 5 to 25
will 2 to 22

Skills: hide, listen, move silently, search, spot (Skills are frozen at level 30 and do not improve afterwards.)
Feats: darkvision, weapon proficiency (creature), toughness (at level 15)

Blueprint: nw_fm_ice01 to nw_fm_ice40 (‡)

[edit] Special abilities

Ice mephit familiars have 100% immunity to cold damage, but 50% vulnerability to fire damage. They are also immune to mind-affecting spells and have damage reduction, regeneration, and spell resistance that increases with their master's level. They can use a cold bolt, with the number of uses dependent on their master's level, and at later levels their natural weapons (claws) get an enhancement bonus. Their claws improve to 1d6 base damage at level 35.

master
level
claw
enhancement
damage
reduction
regeneration spell
resistance
cold
bolt
1   5/+1 +2 10 1x/day
5   5/+1 +2 12 2x/day
10   5/+1 +2 14 3x/day
15 +2 5/+1 +2 16 4x/day
20 +3 5/+2 +3 18 5x/day
25 +4 5/+3 +3 18 5x/day
30 +5 5/+4 +4 18 5x/day