|Water 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 while underwater)
Fort +2, Ref +5, Will +3
Speed 30 ft., swim 30 ft.
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%), acid arrow 1/hour, stinking cloud 1/day (DC 15)
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 a water mephit is a cone of acid that deals 1d8 acid damage.
Environment any (elemental planes)
Organization solitary, pair, gang (3–6), mob (7–12)
Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.