id | 403 |
---|---|
Name | Mephit:Earth Mephit |
SizeAndType | Small Outsider (Earth) |
HitDice | 3d8+3 (16) |
Initiative | -1 (Dex) |
Speed | 30 ft., fly 40 ft. (average) |
ArmorClass | 16 (+1 size, -1 Dex, +6 natural) |
Attacks | 2 claws +7 melee |
Damage | Claw 1d3+3 |
FaceAndReach | 5 ft. by 5 ft./5 ft. |
SpecialAttacks | Breath weapon, spell-like abilities, summon mephit |
SpecialQualities | Fast healing 2, damage reduction 10/+1 |
Saves_Fort | 4 |
Saves_Ref | 2 |
Saves_Will | 3 |
Abilities | Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15 |
Skills | Bluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6 |
Feats | Power Attack |
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 rock shards and pebbles, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12. Spell-Like Abilities: 1/hour-enlarge; 1/day-soften earth and stone. These abilities are as the spells 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 earth mephit heals 2 points of damage each round, provided it is still alive and it is underground or buried up to its waist in earth. |