Mephit:Air Mephit | Size & Type (subtype): | Small Outsider (Air) | Hit Dice: | 3d8 (13) | Initiative: | +7 (+3 Dex, +4 Improved Initiative) | Speed: | 30 ft., fly 60 ft. (perfect) | Armor Class: | 17 (+1 size, +3 Dex, +3 natural) | Attacks: | 2 claws +4 melee | Damage: | Claw 1d3 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Breath weapon, spell-like abilities, summon mephit | Special Qualities: | Fast healing 2, damage reduction 5/+1 | Saving Throws | Fortitude: 3 Reflex: 6 Will: 3
| Abilities: | Str: 10 Dex: 17 Con: 10 Int: 12 Wis: 11 Cha: 15 | Skills: | Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6 | Feats: | Improved Initiative | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | Standard | Alignment: | Usually neutral | Advancement: | 4-6 HD (Small); 7-9 HD (Medium-size) |
| Description: |
Breath Weapon (Su): Cone of dust and grit, 15 feet, every 1d4
rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: Once per hour an air mephit can surround
itself with vapor, duplicating the effects of a blur spell as
cast by a 3rd-level sorcerer. Once per day it can use gust of
wind as the spell cast by a 6th-level sorcerer. (save DC 12 + spell
level)
Summon Mephit (Sp): Once per day, all mephits can summon other
mephits much as though casting a summon monster spell, but they
have only a 25% chance of success to summon one mephit of the
same type. Roll d%: On a failure, no creature answers the
summons. A mephit that has just been summoned cannot use its own
summon ability for 1 hour.
Fast Healing (Ex): An air mephit heals 2 points of damage
each round, provided it is still alive and is exposed to moving air,
be it a breeze, a draft, a spell effect, or even the mephit fanning
itself.
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