3e SRD:Mephit, Earth

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Earth Mephit

Size/Type: Small Outsider (Earth)
Hit Dice: 3d8+3 (16 hp)
Initiative: -1 (Dex)
Speed: 30 ft., fly 40 ft. (average)
AC: 16 (+1 size, -1 Dex, +6 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d3+3
Face/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
Saves: Fort +4, Ref +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/Terrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)


Combat

Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Cone of rock shards and pebbles, 15 feet; damage 1d8, Reflex half DC 12.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

1/hour- enlarge; 1/day- soften earth and stone. These abilities are as the spells cast by a 6th-level sorcerer.

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): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

An earth mephit heals only if it is underground or buried up to its waist in earth.



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