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Water Mephit

Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit’s benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like sh scales. Though water mephits’ wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must.

Recall Knowledge - Elemental (Arcana, Nature): DC 15

Water MephitCreature 1

NSmallAquaticElementalWater
Source Bestiary pg. 151
Perception +3; darkvision
Languages Aquan
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int -2, Wis +0, Cha +0
AC 16, Fort +7, Ref +11, Will +4
HP 20 (fast healing 2 (while underwater)); Immunities bleed, paralyzed, poison, sleep; Resistances acid 3, fire 3
Speed 20 feet, fly 25 feet, swim 25 feet
Melee Single ActionSingle Action claw +8 (finesse), Damage 1d6+1 slashingArcane Innate Spells DC 17, attack +9; 2nd acid arrow
Breath Weapon Two ActionsTwo Actions (acid, arcane) The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water mephit can’t use Breath Weapon again for 1d4 rounds.Drench Single ActionSingle Action (abjuration, arcane, water) The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).

All Monsters in "Elemental, Mephit"

NameLevel
Air Mephit1
Earth Mephit1
Fire Mephit1
Water Mephit1

Elemental, Mephit

Source Bestiary pg. 150
Mephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.

Sidebar - Additional Lore Conjuring Mephits

Mephits are a favorite target for low-level spellcasters to summon, both because they have several useful abilities and because they are relatively easy to command and manipulate. Still, care must be taken when using mephits as minions, because if left unwatched or unattended for too long, they can cause all sorts of mischief.

Sidebar - Related Creatures Other Mephits

The four mephits presented here are but the most common of their kind. Others that rise from the mixing of elemental energies exist as well: creatures like dust mephits (who breathe out a scouring cloud of grit), ice mephits (who spit out sickening gusts of frozen air), magma mephits (which can assume the form of a pool of lava), ooze mephits (which spit out foul-smelling acid), salt mephits (who can draw moisture out of the environs and nearby creatures), and steam mephits (which can call down tiny squalls of boiling rain).