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Monsters

id410
NameMephit:Water Mephit
SizeAndTypeSmall Outsider (Water)
HitDice3d8+3 (16)
Initiative+0
Speed30 ft., fly 40 ft. (average)
ArmorClass16 (+1 size, +5 natural)
Attacks2 claws +6 melee
DamageClaw 1d3+2
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksBreath weapon, spell-like abilities, summon mephit
SpecialQualitiesFast healing 2, damage reduction 5/+1
Saves_Fort4
Saves_Ref3
Saves_Will3
AbilitiesStr 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
SkillsBluff +6, Hide +9, Listen +6, Move Silently +6, 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 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.