Ice Mephit
Dungeons & Dragons · Tabletop · Small Elemental/Outsider
- Tier
- 9-B, up to 9-A
- Attack Potency
- Wall Level, up to Small Building Level
- Speed
- Subsonic
- Durability
- Wall Level, up to Small Building Level
Powers and abilities
- Superhuman Physical Characteristics
- Abstract Existence (As Outsiders they are purely abstract in their physiology, lacking any biology in a traditional sense)
- Inorganic Physiology (Are all composed of elements)
- Immortality (Type 1; Are referred to as ageless)
- Self-Sustenance (Type 1, 2, and 3; As elementals they require no sustenance)
- Flight (All Mephits have wings)
- Bodily Weaponry (All Mephits claw and bite their enemies)
- Breath Attack (Via Breath Attack)
- Non-Physical Interaction (Their melee attacks are considered magical, which means they can affect abstract, intangible and incorporeal beings)
- Summoning (Via Summon Mephit)
- Regeneration (Low-Mid; Shown here)
- Weapon Mastery (Due to being Outsiders they are proficient with all simple and martial weapons)
- Damage Reduction (Shown here)
- Camouflage (Via False Appearance)
- Enhanced Senses (Have night vision)
- Temperature Manipulation (Via Frost Breath, Freezing Blast and their claw attacks)
- Self-Destruction (Via Death Burst)
- Stealth Mastery (Shown here)
- Social Influencing (Are adept in diplomacy)
- Magic
- Limited Free Movement (Via Ice Walk; Explained here)
- Extreme Resistance to Cold (Shown here)
- Can cast the following spells which grants them: Smoke Manipulation (Via Fog Cloud)
- Temperature Manipulation (Via Chill Metal)
- Energy Projection and Homing Attack (Via Magic Missile)
Weaknesses
Can only regenerate when touching ice or are in temperatures of 32°F. or below. Are weak to fire and blunt damage.
Ranked tied for #130 of 704 in Dungeons & Dragons by strength.
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