Mephit:Earth Mephit | Size & Type (subtype): | Small Outsider (Earth) | Hit Dice: | 3d8+3 (16) | Initiative: | -1 (Dex) | Speed: | 30 ft., fly 40 ft. (average) | Armor Class: | 16 (+1 size, -1 Dex, +6 natural) | Attacks: | 2 claws +7 melee | Damage: | Claw 1d3+3 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Breath weapon, spell-like abilities, summon mephit | Special Qualities: | Fast healing 2, damage reduction 10/+1 | Saving Throws | Fortitude: 4 Reflex: 2 Will: 3
| Abilities: | Str: 17 Dex: 8 Con: 13 Int: 12 Wis: 11 Cha: 15 | Skills: | Bluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6 | Feats: | Power Attack | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | Standard | Alignment: | Usually neutral | Advancement: | 4-6 HD (Small); 7-9 HD (Medium-size) |
| Description: |
Breath Weapon (Su): Cone of rock shards and pebbles, 15 feet,
every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-enlarge; 1/day-soften earth and
stone. These abilities are as the spells cast by a 6th-level
sorcerer (save DC 12 + spell level).
Summon Mephit (Sp): Once per day, all mephits can summon other
mephits much as though casting a summon monster spell, but they
have only a 25% chance of success to summon one mephit of the
same type. Roll d%: On a failure, no creature answers the
summons. A mephit that has just been summoned cannot use its own
summon ability for 1 hour.
Fast Healing (Ex): An earth mephit heals 2 points of damage
each round, provided it is still alive and it is underground or buried
up to its waist in earth.
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