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Dust MephitCreature 1


UncommonNSmallAirEarthElemental
Source Pathfinder Bestiary 2
Perception +3 (darkvision)
Languages Auran, Terran
Skills Acrobatics +7, Stealth +7
Str +1, Dex +4, Con +1, Int -2, Wis +0, Cha -1

AC 17; Fort +6; Reflex +9; Will +5;
HP 16 (fast healing 2 (in dust or sand)
Speed 20 feet (fly 35 feet)
Immunities bleed, paralyzed, poison, sleep

Claw One Action +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 dust or sand)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Breath Weapon Two Actions (air, arcane, earth)

The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic reflex save).

The dust mephit can't use Breath Weapon again for 1d4 rounds.


Arcane Innate Spells (DC 17, +9 to hit)

2nd Level: Glitterdust


Whining and self-important creatures, dust mephits are known for their tendency to pronounce doom and gloom at every opportunity, lamenting every insignificant and minor difficulty as though it were an insurmountable obstacle and making themselves out to be heroes for struggling valiantly against their cruel fates. They tend to be thin and gaunt, with dusky brown and gray skin and wings.


Mephits are small, weak creatures that serve at the whims of other elemental entities. The mephits presented here are less common than air mephits, earth mephits, and the like, as they are a blend of two different elements rather than focusing on one alone.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects 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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.