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Monsters

id403
NameMephit:Earth Mephit
SizeAndTypeSmall Outsider (Earth)
HitDice3d8+3 (16)
Initiative-1 (Dex)
Speed30 ft., fly 40 ft. (average)
ArmorClass16 (+1 size, -1 Dex, +6 natural)
Attacks2 claws +7 melee
DamageClaw 1d3+3
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksBreath weapon, spell-like abilities, summon mephit
SpecialQualitiesFast healing 2, damage reduction 10/+1
Saves_Fort4
Saves_Ref2
Saves_Will3
AbilitiesStr 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15
SkillsBluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6
FeatsPower Attack
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 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.