Salt Mephit | CR 3 |
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Usually N Small Outsider (Earth, Extraplanar) Init −1; Senses darkvision 60 ft.; Listen +6, Spot +6 Languages Common, Terran |
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AC 16, touch 10, flat-footed 16 hp 19 (3 HD); DR 5/magic; fast healing 2 Fort +4, Ref +2, Will +3 |
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Speed 30 ft., fly 40 ft. (average) Melee 2 claws +7 (1d3+3) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +2 Atk Options Power Attack Special Actions breath weapon, summon mephit Spell-like Abilities (CL 6): 1/hour—glitterdust (DC 14) The save DCs are Charisma-based |
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Abilities Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15 Feats Power Attack, Toughness Skills Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope −1 (+1 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 salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. 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) A salt mephit heals only if in an arid 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. |