3e SRD:Mephit, Water
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|This material is published under the OGL 1.0a.|
|Size/Type:||Small Outsider (Water)|
|Hit Dice:||3d8+3 (16 hp)|
|Speed:||30 ft., fly 40 ft. (average)|
|AC:||16 (+1 size, +5 natural)|
|Attacks:||2 claws +6 melee|
|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 +4, Ref +3, Will +3|
|Abilities:||Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15|
|Skills:||Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)|
|Advancement:||4-6 HD (Small); 7-9 HD (Medium-size)|
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 caustic liquid, 15 feet; damage 1d8, Reflex half DC 12.
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 water mephit can hurl an acidic blob that functions like Melf’s acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud 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 water mephit heals only if it is exposed to rain or submerged up to its waist in water.
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