m (Bot-assisted addition of subtypes) |
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=AIR MEPHIT= |
=AIR MEPHIT= |
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+ | {{3.5e Monster Classic |
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|creature= |
|creature= |
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|style= |
|style= |
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− | |size=Small |type= |
+ | |size=Small |type=Outsider |subtypes=Air, Extraplanar |
|hd=3d8 |hp=13 |
|hd=3d8 |hp=13 |
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|init=+7 |
|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. |
'''[[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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+ | ---- |
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− | [[Category:Air Subtype|{{BASEPAGENAME}}]] |
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− | [[Category:CR3|{{BASEPAGENAME}}]] |
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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}}]] |
[[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}}]] |
[[Category:Cohort|{{BASEPAGENAME}}]] |
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[[Category:Mephit|{{BASEPAGENAME}}]] |
[[Category:Mephit|{{BASEPAGENAME}}]] |
Latest revision as of 03:40, 18 January 2010
This material is published under the OGL |
AIR MEPHIT[]
Size/Type: | Small Outsider (Air, Extraplanar) |
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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.
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