Water MephitCR 3

Usually N Small Outsider (Extraplanar, Water)

Init +0; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Aquan

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

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

Fort +4, Ref +3, Will +3

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

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)

Breath Weapon (Su) 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.

Fast Healing (Ex) A water mephit heals only if it is exposed to rain or submerged up to its waist in water.

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 A water 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.