Water Mephit

MapTool Token

NameWater Mephit
Sorted NameMephit, Water
FamilyMephit
Size and TypeSmall Outsider (Extraplanar, Water)
Hit Dice Count3
Hit Dice3d8+6 (19 hp)
Random Hit Points3d8+6 - 3
Initiative+0
Speed30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple+3/+1
Attack

Claw +6 melee (1d3+2)

Full Attack

2 claws +6 melee (1d3+2)

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 +4, Ref +3, Will +3
AbilitiesStr 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills

Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)

Feats

Power Attack, Toughness

EnvironmentElemental Plane of Water
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

Water mephit; CR 3; Small outsider (extraplanar, water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6 melee (1d3+2, 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 +4, Ref +3, Will +3; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness

Water Mephit

Water Mephit
Small Outsider (Extraplanar, Water)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+0
Speed:
30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class:
16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+3/+1
Attack:
Claw +6 melee (1d3+2)
Full Attack:
2 claws +6 melee (1d3+2)
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 +4, Ref +3, Will +3
Abilities:
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats:
Power Attack, Toughness
Environment:
Elemental Plane of Water
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)

Water mephits come from the Elemental Plane of Water.

Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.

Water mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.

Skills: A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

It can use the run action while swimming, provided it swims in a straight line.

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 +6 melee (1d3+2), or 2 claws +6 melee (1d3+2)

feats: POWER ATTACK, TOUGHNESS, ,