id | 401 |
---|---|
Name | Mephit:Air Mephit |
SizeAndType | Small Outsider (Air) |
HitDice | 3d8 (13) |
Initiative | +7 (+3 Dex, +4 Improved Initiative) |
Speed | 30 ft., fly 60 ft. (perfect) |
ArmorClass | 17 (+1 size, +3 Dex, +3 natural) |
Attacks | 2 claws +4 melee |
Damage | Claw 1d3 |
FaceAndReach | 5 ft. by 5 ft./5 ft. |
SpecialAttacks | Breath weapon, spell-like abilities, summon mephit |
SpecialQualities | Fast healing 2, damage reduction 5/+1 |
Saves_Fort | 3 |
Saves_Ref | 6 |
Saves_Will | 3 |
Abilities | Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15 |
Skills | Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6 |
Feats | Improved Initiative |
ClimateAndTerrain | Any land and underground |
Organization | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) |
ChallengeRating_Value | 3 |
Treasure | Standard |
Alignment | Usually neutral |
Advancement | 4-6 HD (Small); 7-9 HD (Medium-size) |
Description |
Breath Weapon (Su): Cone of dust and grit, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12. Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell 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 air mephit heals 2 points of damage each round, provided it is still alive and is exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself. |