Salt MephitCR 3

Usually N Small Outsider (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Terran

AC 16, touch 10, flat-footed 16
(+1 size, −1 Dex, +6 natural)

hp 19 (3 HD); DR 5/magic; fast healing 2

Fort +4, Ref +2, Will +3

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

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)

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.