Ice mephit (familiar)
From NWNWiki
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 |

