| Id | 410 |
|---|---|
| Name | Mephit:Water Mephit |
| Size and Type | Small Outsider (Water) |
| Hit Dice | 3d8+3 (16) |
| Initiative | +0 |
| Speed | 30 ft., fly 40 ft. (average) |
| Armor Class | 16 (+1 size, +5 natural) |
| Attacks | 2 claws +6 melee |
| Damage | Claw 1d3+2 |
| Face and Reach | 5 ft. by 5 ft./5 ft. |
| Special Attacks | Breath weapon, spell-like abilities, summon mephit |
| Special Qualities | Fast healing 2, damage reduction 5/+1 |
| Saves_Fort | 4 |
| Saves_Ref | 3 |
| Saves_Will | 3 |
| Abilities | Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15 |
| Skills | Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6 |
| Feats | Power Attack |
| Climate and Terrain | Any land and underground |
| Organization | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) |
| CR | 3 |
| Treasure | Standard |
| Alignment | Usually neutral |
| Advancement | 4-6 HD (Small); 7-9 HD (Medium-size) |
| Description |
Breath Weapon (Su): Cone of caustic liquid, 15 feet, once every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12. Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like Melf's acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer. Both have 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 water mephit heals 2 points of damage each round, provided it is still alive and it is exposed to rain or submerged up to its waist in water. |