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