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Monsters

id402
NameMephit:Dust Mephit
SizeAndTypeSmall Outsider (Air)
HitDice3d8 (13)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed30 ft., fly 50 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 irritating particles, 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 dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as 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): A dust mephit heals 2 points of damage each round, provided it is still alive and in an arid, dusty environment.