Init: +6. Senses: darkvision 60 ft.; Perception +6. Ac: 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size).
Hp: 19 (3d10+3); fast healing 2.
Fortitude: +2. Reflex: +5. Will: +3. Dr: 5/magic.
Speed: 30 ft., fly 40 ft. (average). Melee: 2 claws +5 (1d3+1). Special Attacks: breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half). Strength: 13. Dexterity: 15. Constitution: 12. Intelligence: 6. Wisdom: 11. Charisma: 14.
Base Attack: +3. Cmb: +3. Cmd: 15.
Feats: Dodge, Improved Initiative.
Skills: Bluff +8, Fly +10, Perception +6, Stealth +12.
Languages: Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran).
Environment: any (elemental planes). Organization: solitary, pair, gang (3-6), mob (7-12). Treasure: standard.
spell-like abilities: (CL 6th)
1/day-summon (level 2, 1 mephit of the same type 25%), additional abilities based on mephit type
Description: This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Special Abilities
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities. The mephit types are listed below.
Air Mephit (Air)
Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.
Fast Healing
Works only in gusty and windy areas.
Speed
Fly 60 ft. (perfect)
A cone of sand and grit that deals 1d8 slashing damage.
blur 1/hour, gust of wind 1/day.
Dust Mephit (Air)
Dust mephits are commonly found on the Plane of Air. These mephits are irritating and persistent.
Fast Healing
Works only in dusty environments.
Speed
Fly 50 ft. (perfect)
A cone of dust that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
blur 1/hour, wind wall 1/day
Earth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless.
Fast Healing
Works only while underground.
A cone of rocks that deals 1d8 bludgeoning damage.
Once per day, an earth mephit can enlarge one size category, as enlarge person, except that it only works on the earth mephit. This power acts as a 2nd-level spell.
soften earth and stone 1/day
Fire Mephit (Fire)
Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.
Fast Healing
Works only while in contact with fire.
Immune
Fire
Vulnerability to cold
A cone of flames that deals 1d8 fire damage.
scorching ray 1/hour, heat metal 1/day (DC 14)
Ice Mephit (Cold)
Ice mephits are commonly found on the Plane of Air. These mephits are cruel and aloof.
Fast Healing
Works only in areas below freezing.
Immune
Cold
Vulnerability to fire
A cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
magic missile 1/hour, chill metal 1/day (DC 14)
Magma Mephit (Fire)
Magma mephits are commonly found on the Plane of Fire. These mephits are dim-witted brutes.
Fast Healing
Works only in contact with magma or lava.
Immune
Fire
Vulnerability to cold
A cone of fire that deals 1d8 fire damage.
Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.
pyrotechnics 1/day
Ooze mephits are commonly found on the Plane of Water. These mephits are disgusting and slow to act.
Fast Healing
Works only in wet or muddy environments.
Speed
Swim 30 ft.
A cone of slime that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
acid arrow 1/hour, stinking cloud 1/day (DC 15)
Salt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.
Fast Healing
Works only in arid environments.
A cone of salt crystals that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell.
glitterdust 1/hour.
Steam Mephit (Fire)
Steam mephits are commonly found on the Plane of Fire. These mephits are overconfident and brash.
Fast Healing
Works only in boiling water or steam.
Immune
Fire
Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.