Air MephitCR 3

Usually N Small Outsider (Air, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Auran

AC 17, touch 14, flat-footed 14; Dodge
(+1 size, +3 Dex, +3 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Fort +3, Ref +6, Will +3

Speed 30 ft., fly 60 ft. (perfect)

Melee 2 claws +4 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—blur

1/day—gust of wind (DC 14)

The save DCs are Charisma-based

Abilities Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

Breath Weapon (Su) 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.

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.

Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.