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Mephit:Salt 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 +6, Hide +8, 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 salt crystals, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour a salt mephit can use glitterdust as the spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude half DC 15). This is especially devastating to aquatic creatures and plants, which receive a -2 racial penalty to their saving throws.

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): A salt mephit heals 2 points of damage each round, provided it is still alive and it is in an arid environment.


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