3e SRD:Mephit, Air
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|This material is published under the OGL 1.0a.|
|Size/Type:||Small Outsider (Air)|
|Hit Dice:||3d8 (13 hp)|
|Initiative:||+7 (+3 Dex, Improved Initiative)|
|Speed:||30 ft., fly 60 ft. (perfect)|
|AC:||17 (+1 size, +3 Dex, +3 natural)|
|Attacks:||2 claws +4 melee|
|Face/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 +3, Ref +6, Will +3|
|Abilities:||Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15|
|Skills:||Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)|
|Advancement:||4-6 HD (Small); 7-9 HD (Medium-size)|
Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Cone of dust and grit, 15 feet; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell cast by a 6th-level sorcerer.
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): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.
An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.
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