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Monsters

id401
NameMephit:Air Mephit
SizeAndTypeSmall Outsider (Air)
HitDice3d8 (13)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed30 ft., fly 60 ft. (perfect)
ArmorClass17 (+1 size, +3 Dex, +3 natural)
Attacks2 claws +4 melee
DamageClaw 1d3
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksBreath weapon, spell-like abilities, summon mephit
SpecialQualitiesFast healing 2, damage reduction 5/+1
Saves_Fort3
Saves_Ref6
Saves_Will3
AbilitiesStr 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
SkillsBluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
FeatsImproved Initiative
ClimateAndTerrainAny land and underground
OrganizationSolitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating_Value3
TreasureStandard
AlignmentUsually neutral
Advancement4-6 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.