3e SRD:Mephit, Dust

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Dust Mephit[edit]

Size/Type: Small Outsider (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +7 (+3 Dex, Improved Initiative)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)

Combat

Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Cone of irritating particles, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

Once per hour a dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as cast by a 6th-level sorcerer.

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

A dust mephit heals only if in an arid, dusty environment.



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