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  SYSTEM REFERENCE DOCUMENT 3.5  
MEPHIT

Mephits are minor creatures from the elemental planes.

All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.

COMBAT

All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.

A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

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.

Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

AIR MEPHIT

 

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 Constitution-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.

DUST MEPHIT

 

Small Outsider (Air, Extraplanar)

Hit Dice:

3d8 (13 hp)

Initiative:

+7

Speed:

30 ft. (6 squares), fly 50 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)

Dust mephits come from the Elemental Plane of Air.

A dust mephit is about 4 feet tall and weighs about 2 pounds.

Dust mephits speak Common and Auran.

Combat

Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 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.

Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

EARTH MEPHIT

 

Small Outsider (Earth, Extraplanar)

Hit Dice:

3d8+6 (19 hp)

Initiative:

–1

Speed:

30 ft. (6 squares), fly 40 ft. (average)

Armor Class:

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

Base Attack/Grapple:

+3/+2

Attack:

Claw +7 melee (1d3+3)

Full Attack:

2 claws +7 melee (1d3+3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Breath weapon, spell-like abilities, summon mephit

Special Qualities:

Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2

Saves:

Fort +4, Ref +2, Will +3

Abilities:

Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

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

Environment:

Elemental Plane of Earth

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)

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.

Combat

Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-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.

FIRE MEPHIT

 

Small Outsider (Extraplanar, Fire)

Hit Dice:

3d8 (13 hp)

Initiative:

+5

Speed:

30 ft. (6 squares), fly 50 ft. (average)

Armor Class:

16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:

+3/–1

Attack:

Claw +4 melee (1d3 and 1d4 fire)

Full Attack:

2 claws +4 melee (1d3 and 1d4 fire)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Breath weapon, spell-like abilities, summon mephit

Special Qualities:

Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold

Saves:

Fort +3, Ref +4, Will +3

Abilities:

Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills:

Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats:

Dodge, Improved Initiative

Environment:

Elemental Plane of Fire

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)

Fire mephits come from the Elemental Plane of Fire.

A fire mephit is about 4 feet tall and weighs about 1 pound.

Fire mephits speak Common and Ignan.

Combat

Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment.

Spell-Like Abilities: 1/hour—scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day—heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.

Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.

ICE MEPHIT

 

Small Outsider (Air, Cold, Extraplanar)

Hit Dice:

3d8 (13 hp)

Initiative:

+7

Speed:

30 ft. (6 squares), fly 50 ft. (perfect)

Armor Class:

18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15

Base Attack/Grapple:

+3/–1

Attack:

Claw +4 melee (1d3 plus 1d4 cold)

Full Attack:

2 claws +4 melee (1d3 plus 1d4 cold)

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, immunity to cold, vulnerability to fire

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, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), 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)

Ice mephits come from the Elemental Plane of Air.

Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.

Ice mephits speak Common and Auran.

Combat

Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. 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.

Spell-Like Abilities: 1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.

MAGMA MEPHIT

 

Small Outsider (Fire, Extraplanar)

Hit Dice:

3d8 (13 hp)

Initiative:

+5

Speed:

30 ft. (6 squares), fly 50 ft. (average)

Armor Class:

16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:

+3/–1

Attack:

Claw +4 melee (1d3 plus 1d4 fire)

Full Attack:

2 claws +4 melee (1d3 plus 1d4 fire)

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, immunity to fire, vulnerability to cold

Saves:

Fort +3, Ref +4, Will +3

Abilities:

Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills:

Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats:

Dodge, Improved Initiative

Environment:

Elemental Plane of Fire

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)

Magma mephits come from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish. Each one is about 4 feet tall and weighs about 60 pounds.

Magma mephits speak Common and Ignan.

Combat

Breath Weapon (Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/magic when in this form. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.

Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.

Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

OOZE MEPHIT

 

Small Outsider (Extraplanar, Water)

Hit Dice:

3d8+6 (19 hp)

Initiative:

+0

Speed:

30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.

Armor Class:

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

Base Attack/Grapple:

+3/+1

Attack:

Claw +6 melee (1d3+2)

Full Attack:

2 claws +6 melee (1d3+2)

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 +4, Ref +3, Will +3

Abilities:

Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

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)

Feats:

Power Attack, Toughness

Environment:

Elemental Plane of Water

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)

Ooze mephits come from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. 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.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze 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.

SALT MEPHIT

 

Small Outsider (Earth, Extraplanar)

Hit Dice:

3d8+6 (19 hp)

Initiative:

–1

Speed:

30 ft. (6 squares), fly 40 ft. (average)

Armor Class:

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

Base Attack/Grapple:

+3/+2

Attack:

Claw +7 melee (1d3+3)

Full Attack:

2 claws +7 melee (1d3+3)

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 +4, Ref +2, Will +3

Abilities:

Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

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)

Feats:

Power Attack, Toughness

Environment:

Elemental Plane of Earth

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)

Salt mephits come from the Elemental Plane of Earth.

Salt mephits are sarcastic creatures who loathe water and moisture of any kind. Each one is about 4 feet tall and weighs about 80 pounds.

Salt mephits speak Common and Terran.

Combat

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.

Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd).

Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex): A salt mephit heals only if in an arid environment.

STEAM MEPHIT

 

Small Outsider (Extraplanar, Fire)

Hit Dice:

3d8 (13 hp)

Initiative:

+5

Speed:

30 ft. (6 squares), fly 50 ft. (average)

Armor Class:

16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:

+3/–1

Attack:

Claw +4 melee (1d3 plus 1d4 fire)

Full Attack:

2 claws +4 melee (1d3 plus 1d4 fire)

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, immunity to fire, vulnerability to cold

Saves:

Fort +3, Ref +4, Will +3

Abilities:

Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills:

Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats:

Dodge, Improved Initiative

Environment:

Elemental Plane of Fire

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)

Steam mephits come from the Elemental Plane of Fire.

Steam mephits are bossy creatures who consider themselves the lords of all their kind. Each one is about 4 feet tall and weighs about 2 pounds.

Steam mephits speak Common and Ignan.

Combat

Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.

Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. 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.

Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

WATER MEPHIT

 

Small Outsider (Extraplanar, Water)

Hit Dice:

3d8+6 (19 hp)

Initiative:

+0

Speed:

30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft.

Armor Class:

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

Base Attack/Grapple:

+3/+1

Attack:

Claw +6 melee (1d3+2)

Full Attack:

2 claws +6 melee (1d3+2)

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 +4, Ref +3, Will +3

Abilities:

Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

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)

Feats:

Power Attack, Toughness

Environment:

Elemental Plane of Water

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)

Water mephits come from the Elemental Plane of Water.

Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.

Water mephits speak Common and Aquan.

Combat

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.

Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.

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

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.

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