Dust Mephit

MapTool Token

NameDust Mephit
Sorted NameMephit, Dust
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 50 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

Dust mephit; CR 3; Small outsider (air, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft. (6 squares), fly 50 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

Dust Mephit

Dust Mephit
Small Outsider (Air, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed:
30 ft. (6 squares), fly 50 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)

Dust mephits come from the Elemental Plane of Air.

A dust mephit is about 4 feet tall and weighs about 2 pounds.

Dust mephits speak Common and Auran.

Combat

Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

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, ,