Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 17, attack +9; Cantrips (1st) chill touch, ray of frost
Ability
Breath Weapon
(arcane, cold) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). The ice mephit can't use Breath Weapon again for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
claw +9 [+5/+1] (agile, finesse), Damage 1d4 slashing and 1d4 cold
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
bleed
cold
paralyzed
poison
sleep
Language
Aquan
Auran
Perception
darkvision
Weakness
fire 3