MEPHIT

Air Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit
Magma Mephit Ooze Mephit Salt Mephit Steam Mephit Water Mephit
Mephits are minor creatures from the elemental planes.

All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.

COMBAT

All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.

A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

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.

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

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

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.

Mephit (Air) CR 3

XP 800 N Small outsider (air) 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 gusty and windy areas)
Fort
+2, Ref +5, Will +3 DR 5/magic

 OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
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%),  blur 1/hour, gust of wind 1/day.

 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)

The breath weapon of an air mephit is a cone of sand and grit that deals 1d8 slashing damage.

 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.

Mephit (Dust) CR 3

XP 800 N Small outsider (air) 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 dusty environments)
Fort
+2, Ref +5, Will +3 DR 5/magic

 OFFENSE

Speed 30 ft., fly 50 ft. (perfect)
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%),  blur 1/hour, wind wall 1/day

 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)

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

 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Dust mephits are commonly found on the Plane of Air. These mephits are irritating and persistent.

Mephit (Earth) 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 while underground)
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%), soften earth and stone 1/day

 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)

The breath weapon of an earth mephit is a cone of rocks that deals 1d8 bludgeoning damage.

Change Size

Once per day, an earth mephit can enlarge one size category, as enlarge person, except that it only works on the earth mephit. This power acts as a 2nd-level spell.

 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Earth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless.

Mephit (Fire) CR 3

XP 800 N Small outsider (fire) 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 (while touching fire)
Fort
+2, Ref +5, Will +3 DR 5/magic;
Immune fire
Weaknesses
vulnerability to cold

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee
2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, 1d8 fire, DC 13 half, every 4 rounds)
Spell-Like Abilities
(CL 6th; concentration +8)

1/hour--scorching ray
1/day--heat metal (DC 14), summon (level 2, 1 fire mephit 25%)

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, Ignan

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 fire mephit is a cone of flames that deals 1d8 fire damage.

ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.

Mephit (Ice) CR 3

XP 800 N Small outsider (cold) 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 areas below freezing)
Fort
+2, Ref +5, Will +3 DR 5/magic
Immune
cold
Weaknesses
vulnerability to fire

 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%),  magic missile 1/hour, chill metal 1/day (DC 14)

 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)

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

 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Ice mephits are commonly found on the Plane of Air. These mephits are cruel and aloof.

Mephit (Magma) CR 3

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

 DEFENSE

AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp
19 (3d10+3); fast healing 2 (works only in contact with magma or lava)
Fort
+2, Ref +5, Will +3 DR 5/magic
Immune fire
Weaknesses
vulnerability to cold

 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%),  pyrotechnics 1/day

 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)

The breath weapon of a magma mephit is a cone of fire that deals 1d8 fire damage.

Magma Form (Su)

Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.

 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Magma mephits are commonly found on the Plane of Fire. These mephits are dim-witted brutes.

Mephit (Ooze) CR 3

XP 800
N Small outsider (water)
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 wet or muddy environments)
Fort
+2, Ref +5, Will +3
DR
5/magic

 OFFENSE

Speed 30 ft., swim 30 ft.
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%),  acid arrow 1/hour, stinking cloud 1/day (DC 15)

 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)

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


 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Ooze mephits are commonly found on the Plane of Water. These mephits are disgusting and slow to act.

Mephit (Salt) 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)

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 spel


 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Salt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.

Mephit (Steam) CR 3

XP 800
N Small outsider (fire)
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 boiling water or steam)
Fort
+2, Ref +5, Will +3
DR
5/magic Immune fire
Weaknesses
vulnerability to cold

 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%),  blur 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)

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

Boiling Rain (Su)

Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell.


 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Steam mephits are commonly found on the Plane of Fire. These mephits are overconfident and brash.

Mephit (Water) CR 3

XP 800
N Small outsider (water)
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 while underwater)
Fort
+2, Ref +5, Will +3
DR
5/magic

 OFFENSE

Speed 30 ft., swim 30 ft.
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%), acid arrow 1/hour, stinking cloud 1/day (DC 15)

 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)

The breath weapon of a water mephit is a cone of acid that deals 1d8 acid damage


 ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.

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