LintwerthCreature 11
Source Pathfinder Kingmaker
Perception +22 (darkvision)
Languages Auran, Common, Terran
Skills Acrobatics +22, Stealth +22
Str +1, Dex +7, Con +3, Int +2, Wis +5, Cha +2
AC 32; Fort +18; Reflex +24; Will +22;
HP 180 (fast healing 10 (in dust or sand)
Speed 20 feet (fly 35 feet)
Immunities bleed, paralyzed, poison, sleep
Claw +24 (+20, +16) to hit (agile, finesse) 1d6+5 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 10 (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 (air, arcane, earth)Lintwerth breathes a cloud of dust in a 15-foot cone that deals 6d6 slashing damage to each creature within the area (DC 30 basic reflex). The air in this area remains thick with dust for the next 4 rounds; while Lintwerth is in this area his fast healing functions normally, but other breathing creatures who end their turn in the area must make a DC 30 fortitude save or become Sickened 1 (Sickened 2 on a critical failure) from coughing on the dusty air. Lintwerth can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells (DC 30, +22 to hit)
2nd Level: Glitterdust
5th Level: Elemental Form
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
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.
EarthEffects 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.