Mephit, Water
Small Outsider (Extraplanar, Water) — CR 3
Mephit, Water is a D&D 3.5 monster from MM, p. 185. CR 3, HD 3d8+6 (19 hp).
- Hit Dice
- 3d8+6 (19 hp)
- Initiative
- +0
- Speed
- Land 30 ft
- Armor Class
- 16, touch 11, flat-footed 16
- Base Attack / Grapple
- +3/+1
- Attack
- Claw +6 melee (1d3+2)
- Full Attack
- 2 claws +6 melee (1d3+2)
- STR
- 14
- DEX
- 10
- CON
- 13
- INT
- 6
- WIS
- 11
- CHA
- 15
- Fort / Ref / Will
- +4 / +3 / +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 Water
- Level Adjustment
- +3
- Caster Level
- 3
Special Abilities
Feats
This winged creature looks like a miniature fish-person. It is covered with scales and views the world through black, bulbous eyes.
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.
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
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 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.
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): A water mephit heals 2 points of damage each round 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.