Mephit, Air
Small Outsider (Air, Extraplanar) — CR 3
Mephit, Air is a D&D 3.5 monster from MM, p. 181. CR 3, HD 3d8 (13 hp).
- Hit Dice
- 3d8 (13 hp)
- Initiative
- +7
- Speed
- Land 30 ft
- Armor Class
- 17, touch 14, flat-footed 14
- Base Attack / Grapple
- +3/-1
- Attack
- Claw +4 melee (1d3)
- Full Attack
- 2 claws +4 melee (1d3)
- STR
- 10
- DEX
- 17
- CON
- 10
- INT
- 6
- WIS
- 11
- CHA
- 15
- Fort / Ref / Will
- +3 / +6 / +3
- Challenge Rating
- 3
- Alignment
- Usually Neutral
- Organization
- Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
- Treasure
- Standard
- Environment
- Elemental Plane of Air
- Level Adjustment
- +3
- Caster Level
- 3
Special Abilities
Feats
This winged creature looks like a short, cloud-white human with a whirlwind where its legs should be.
Description
Mephits are minor creatures from the elemental planes. They are more curious than evil, though each individual’s nature varies depending on the essence of the element that birthed it.
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.
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
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): 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.
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): An air mephit heals 2 points of damage each round only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.