3e SRD:Mephit, Ooze
Ooze Mephit
Size/Type: | Small Outsider (Water) |
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Hit Dice: | 3d8+3 (16 hp) |
Initiative: | +0 |
Speed: | 30 ft., fly 40 ft. (average) |
AC: | 16 (+1 size, +5 natural) |
Attacks: | 2 claws +6 melee |
Damage: | Claw 1d3+2 |
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 5/+1 |
Saves: | Fort +4, Ref +3, Will +3 |
Abilities: | Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15 |
Skills: | Bluff +6, Hide +9, Listen +6, Move Silently +6, 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 caustic liquid, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as 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 ooze mephit heals only if in a wet or muddy environment.
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