Mephit, Earth
Small Outsider (Earth, Extraplanar) — CR 3
Mephit, Earth is a D&D 3.5 monster from MM, p. 182. CR 3, HD 3d8+6 (19 hp).
- Hit Dice
- 3d8+6 (19 hp)
- Initiative
- -1
- Speed
- Land 30 ft
- Armor Class
- 16, touch 10, flat-footed 16
- Base Attack / Grapple
- +3/-2
- Attack
- Claw +7 melee (1d3+3)
- Full Attack
- 2 claws +7 melee (1d3+3)
- STR
- 17
- DEX
- 8
- CON
- 13
- INT
- 6
- WIS
- 11
- CHA
- 15
- Fort / Ref / Will
- +4 / +2 / +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 Earth
- Level Adjustment
- +3
- Caster Level
- 6
Special Abilities
Feats
This winged creature looks like a stony, rugged, mostly hairless dwarf.
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.
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
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 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.
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 earth mephit heals 2 points of damage each round only if it is underground or buried up to its waist in earth.