|Air Mephit||CR 3|
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (works only in gusty and windy areas)
Fort +2, Ref +5, Will +3
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%), blur 1/hour, gust of wind 1/day.
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
The breath weapon of an air mephit is a cone of sand and grit that deals 1d8 slashing damage.
Environment any (elemental planes)
Organization solitary, pair, gang (3–6), mob (7–12)
Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.