Home >Bestiary >(Bestiary) By Type >Outsiders >Mephit >

Mephit, Water


This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Water Mephit CR 3

XP 800
N Small
outsider (water)
Init
+6; Senses darkvision 60 ft.; Perception +6

DEFENSE

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
DR
5/magic

OFFENSE

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)

STATISTICS

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)

SPECIAL ABILITIES

Breath Weapon (Su)

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.

ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.