[top]EARTH MEPHIT

Earth Mephit
CR 3
HP 19, hd3d8+6
AC 16 (+1 size, ?1 Dex, +6 natural), touch 10, flat-fooded 16
Fort +4, Ref +2, Will +3
Speed 30 ft. (6 squares), fly 40 ft. (average)
Initiative ?1
Spot , Listen
Standard attacks
BAB +3, Grapple +2
Attacks
Full attack: 2 claws +7 melee (1d3+3)
Special Attacks/Qualities
Breath weapon, spell-like abilities, summon mephit
Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Skills Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope ?1 (+1 with bindings)
Feats Power Attack, Toughness
Str 17
Con 13
Dex 8
Int 6
Wis 11
Cha 15
Alignment Usually neutral,
Environment Elemental Plane of Earth,
Organisation Solitary (1), gang (2?4 mephits of mixed types), or mob (5?12 mephits of mixed types)
Earth mephits come from the Elemental Plane of Earth.
An earth mephit is about 4 feet tall and weighs about 80 pounds.
Earth mephits speak Common and Terran.

[top]COMBAT

Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Consitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/day?soften earth and stone. Caster level 6th.
Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.

System Reference Document -> List of Creatures (SRD)
 
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.
 

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