From BRWiki
 D20
|
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
|  D20
|
AIR MEPHIT
| Size/Type:
| Small Outsider (Air, Extraplanar)
|
| Hit Dice:
| 3d8 (13 hp)
|
| Initiative:
| +7
|
| Speed:
| 30 ft. (6 squares), fly 60 ft. (perfect)
|
| Armor Class:
| 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
|
| Base Attack/Grapple:
| +3/–1
|
| Attack:
| Claw +4 melee (1d3)
|
| Full Attack:
| 2 claws +4 melee (1d3)
|
| Space/Reach:
| 5 ft./5 ft.
|
| Special Attacks:
| Breath weapon, spell-like abilities, summon mephit
|
| Special Qualities:
| Damage reduction 5/magic, darkvision 60 ft., fast healing 2
|
| Saves:
| Fort +3, Ref +6, Will +3
|
| Abilities:
| Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
|
| 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)
|
| Feats:
| Dodge, Improved Initiative
|
| Environment:
| Elemental Plane of Air
|
| Organization:
| Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
|
| Challenge Rating:
| 3
|
| Treasure:
| Standard
|
| Alignment:
| Usually neutral
|
| Advancement:
| 4–6 HD (Small); 7–9 HD (Medium)
|
| Level Adjustment:
| +3 (cohort)
|
Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound.
Air mephits speak Common and Auran.
COMBAT
Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Consitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.
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.
System Reference Document -> List of Creatures