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Earth MephitCreature 1


NSmallEarthElemental
Source Pathfinder Bestiary
Perception +3 (darkvision, tremorsense (imprecise) 30 feet)
Languages Terran
Skills Athletics +6, Stealth +2
Str +3, Dex -1, Con +2, Int -2, Wis +0, Cha -1

AC 15; Fort +8; Reflex +4; Will +3;
HP 20 (fast healing 2 (while underground)
Speed 20 feet (burrow 20 feet, fly 15 feet)
Immunities bleed, paralyzed, poison, sleep

Fist One Action +8 (+3, -2) to hit 1d6+3 Bludgeoning

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.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Fast Healing 2 (While Underground)

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

Breath Weapon Two Actions (arcane, earth)

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

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


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

2nd Level: Enlarge (Self Only)
3rd Level: Meld into Stone


Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them-they rarely ascend higher than 5 feet off the ground if they can help it.


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

Common

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.

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.