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=AIR MEPHIT= |
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=AIR MEPHIT= |
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{{Creature Table |
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{{3.5e Monster Classic |
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|creature= |
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|creature= |
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|style= |
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|style= |
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|size=Small |type=[[SRD:Outsider Type|Outsider]] |subtypes=[[SRD:Air Subtype|Air]], [[SRD:Extraplanar Subtype|Extraplanar]] |
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|size=Small |type=Outsider |subtypes=Air, Extraplanar |
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|hd=3d8 |hp=13 |
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|hd=3d8 |hp=13 |
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|init=+7 |
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|init=+7 |
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'''[[SRD:Fast Healing (Special Ability)|Fast Healing]] ([[SRD:Ex|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. |
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'''[[SRD:Fast Healing (Special Ability)|Fast Healing]] ([[SRD:Ex|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. |
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{{SRD Creature Footer}} |
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[[Category:Air Subtype|{{BASEPAGENAME}}]] |
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[[Category:CR3|{{BASEPAGENAME}}]] |
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{{SRD Creature Breadcrumb}} |
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{{OGL Bottom|part of the Revised (v.3.5) System Reference Document|SRD}} |
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[[Category:SRD]] |
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[[Category:OGL]] |
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[[Category:Monster]] |
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[[Category:Elemental Plane of Air|{{BASEPAGENAME}}]] |
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[[Category:Elemental Plane of Air|{{BASEPAGENAME}}]] |
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[[Category:Extraplanar Subtype|{{BASEPAGENAME}}]] |
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[[Category:Outsider Type|{{BASEPAGENAME}}]] |
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[[Category:Neutral (Law-Chaos) Alignment|{{BASEPAGENAME}}]] |
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[[Category:Neutral (Good-Evil) Alignment|{{BASEPAGENAME}}]] |
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[[Category:Small Size|{{BASEPAGENAME}}]] |
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[[Category:LA3|{{BASEPAGENAME}}]] |
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[[Category:Cohort|{{BASEPAGENAME}}]] |
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[[Category:Cohort|{{BASEPAGENAME}}]] |
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[[Category:Mephit|{{BASEPAGENAME}}]] |
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[[Category:Mephit|{{BASEPAGENAME}}]] |
| This material is published under the OGL
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AIR MEPHIT
Edit
| Size/Type:
| Small Outsider (Air, Extraplanar)
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| Hit Dice:
| 3d8 (13 hp)
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| Initiative:
| +7
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| Speed:
| 30 ft. (6 squares), fly 60 ft. (perfect)
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| Armor Class:
| 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
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| Base Attack/Grapple:
| +3/–1
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| Attack:
| Claw +4 melee (1d3)
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| Full Attack:
| 2 claws +4 melee (1d3)
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| Space/Reach:
| 5 ft./5 ft.
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| Special Attacks:
| Breath weapon, spell-like abilities, summon mephit
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| Special Qualities:
| Damage reduction 5/magic, darkvision 60 ft., fast healing 2
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| Saves:
| Fort +3, Ref +6, Will +3
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| Abilities:
| Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
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| 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)
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| Feats:
| Dodge, Improved Initiative
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| Environment:
| Elemental Plane of Air
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| Organization:
| Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
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| Challenge Rating:
| 3
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| Treasure:
| Standard
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| Alignment:
| Usually neutral
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| Advancement:
| 4–6 HD (Small); 7–9 HD (Medium)
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| Level Adjustment:
| +3 (cohort)
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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.
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.
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