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Mephit:Earth Mephit
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  
Reflex: 2  
Will: 3  
Abilities:   Str: 17
Dex: 8
Con: 13
Int: 12
Wis: 11
Cha: 15
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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002