Mephit:Water Mephit | 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 Reflex: 3 Will: 3
| Abilities: | Str: 14 Dex: 10 Con: 13 Int: 12 Wis: 11 Cha: 15 | 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) |
| Description: |
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.
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