Air MephitCreature 1
Source Pathfinder Bestiary
Perception +3 (darkvision)
Languages Auran
Skills Acrobatics +7, Stealth +7
Str +1, Dex +4, Con +0, Int -2, Wis +0, Cha +0
AC 16; Fort +3; Reflex +19; Will +7;
HP 12 (fast healing 2 (in open air)
Speed 20 feet (fly 40 feet)
Immunities bleed, paralyzed, poison, sleep
Claw +9 (+5, +1) to hit (agile, finesse) 1d6+1 Slashing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Fast Healing 2 (In Open Air)A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Breath Weapon (air, arcane)The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic reflex save).
The air mephit can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells (DC 17, +9 to hit)
1st Level: Gust of Wind
2nd Level: Blur
Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.