Ooze Mephit | CR 3 |
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Usually N Small Outsider (Extraplanar, Water) Init +0; Senses darkvision 60 ft.; Listen +6, Spot +6 Languages Common, Aquan |
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AC 16, touch 11, flat-footed 16 hp 19 (3 HD); DR 5/magic; fast healing 2 Fort +4, Ref +3, Will +3 |
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Speed 30 ft., fly 40 ft. (average), swim 30 ft. Melee 2 claws +6 (1d3+2) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +1 Atk Options Power Attack Special Actions breath weapon, summon mephit Spell-like Abilities (CL 6): 1/hour—acid arrow 1/day—stinking cloud (DC 15) The save DCs are Charisma-based |
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Abilities Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15 Feats Power Attack, Toughness Skills Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) Advancement 4-6 HD (Small); 7-9 HD (Medium) Level adjustment +3 (cohort) |
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Breath Weapon (Su) 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex) An ooze mephit heals only if in a wet or muddy environment.
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.
Skills An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |