[top]AIR MEPHIT

CR 3
HP 13, hd3d8
AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-fooded 14
Fort +3, Ref +6, Will +3
Speed 30 ft. (6 squares), fly 60 ft. (perfect)
Initiative +7
Spot , Listen
Standard attacks
BAB +3, Grapple ?1
Attacks
Full attack: 2 claws +4 melee (1d3)
Special Attacks/Qualities
Breath weapon, spell-like abilities, summon mephit
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
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
Str 10
Con 10
Dex 17
Int 6
Wis 11
Cha 15
Alignment Usually neutral,
Environment Elemental Plane of Air,
Organisation Solitary (1), gang (2?4 mephits of mixed types), or mob (5?12 mephits of mixed types)


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.

[top]COMBAT

Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Consitution-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.

System Reference Document -> List of Creatures
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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