Air Mephit

MapTool Token

NameAir Mephit
Sorted NameMephit, Air
FamilyMephit
Size and TypeSmall Outsider (Air, Extraplanar)
Hit Dice Count3
Hit Dice3d8 (13 hp)
Random Hit Points3d8 - 0
Initiative+7
Speed30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple+3/-1
Attack

Claw +4 melee (1d3)

Full Attack

2 claws +4 melee (1d3)

Space/Reach5 ft./5 ft.
Special AttacksBreath weapon, spell-like abilities, summon mephit
Special Qualities

Damage reduction 5/magic, darkvision 60 ft., fast healing 2

SavesFort +3, Ref +6, Will +3
AbilitiesStr 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills

Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)

Feats

Dodge, Improved Initiative

EnvironmentElemental Plane of Air
Challenge Rating3
Organization

Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

TreasureStandard
AlignmentUsually neutral
Advancement4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Air mephit; CR 3; Small outsider (air, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft. (6 squares), fly 60 ft. (perfect); AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +3; Grp -1; Atk +4 melee (1d3, claw); Full Atk +4 melee (1d3, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings); Dodge, Improved Initiative

Air Mephit

Air Mephit
Small Outsider (Air, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed:
30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:
+3/-1
Attack:
Claw +4 melee (1d3)
Full Attack:
2 claws +4 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +3, Ref +6, Will +3
Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Air
Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment:
+3 (cohort)

Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound.

Air mephits speak Common and Auran.

Combat

Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.

Fast Healing (Ex): 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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +4 melee (1d3), or 2 claws +4 melee (1d3)

feats: DODGE, IMPROVED INITIATIVE, ,