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Mephit, Salt

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Salt Mephit CR 3

XP 800
N Small
outsider (earth)
Init
+6; Senses darkvision 60 ft.; Perception +6

 DEFENSE

AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp
19 (3d10+3); fast healing 2 (works only in arid environments)
Fort
+2, Ref +5, Will +3
DR
5/magic

 OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee
2 claws +5 (1d3+1)
Special Attacks
breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities
(CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%), 
glitterdust 1/hour.

 STATISTICS

Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base
Atk +3; CMB +3; CMD 15
Feats
Dodge, Improved Initiative
Skills
Bluff +8, Fly +10, Perception +6, Stealth +12
Languages
Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)

 SPECIAL ABILITIES

Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a salt mephit is a cone of salt crystals that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.

Dehydrate (Su)

Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell