|Size & Type (subtype):||Small Outsider (Water)||Hit Dice:||3d8+3 (16)|
|Initiative: ||+0 ||Speed: ||30 ft., fly 40 ft. (average) |
|Armor Class: ||16 (+1 size, +5 natural) ||Attacks: ||2 claws +6 melee |
|Damage: ||Claw 1d3+2 ||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: 4 |
|Abilities: ||Str: 14|
|Skills: ||Bluff +6, Hide +9, Listen +6, Move Silently +6, 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 caustic liquid, 15 feet, once
every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: Once per hour a water mephit can hurl an
acidic blob that functions like Melf's acid arrow cast by a
3rd-level sorcerer. Once per day it can create a mass of smelly
fog that duplicates the effect of stinking cloud as cast by a
6th-level sorcerer. Both have 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): A water mephit heals 2 points of damage
each round, provided it is still alive and it is exposed to rain or
submerged up to its waist in water.