|Size & Type (subtype):||Small Outsider (Earth)||Hit Dice:||3d8+3 (16)|
|Initiative: ||-1 (Dex) ||Speed: ||30 ft., fly 40 ft. (average) |
|Armor Class: ||16 (+1 size, -1 Dex, +6 natural) ||Attacks: ||2 claws +7 melee |
|Damage: ||Claw 1d3+3 ||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 10/+1 |
|Saving Throws ||Fortitude: 4 |
|Abilities: ||Str: 17|
|Skills: ||Bluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6 ||Feats: ||Power Attack |
|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) |
Breath Weapon (Su): Cone of rock shards and pebbles, 15 feet,
every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-enlarge; 1/day-soften earth and
stone. These abilities are as the spells 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 earth mephit heals 2 points of damage
each round, provided it is still alive and it is underground or buried
up to its waist in earth.