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Mephit Swarm (5-6)Creature 3


UncommonNLargeAirEarthElementalFireSwarmWater
Source Pathfinder Society Scenario #2-16: Freedom for Wishes
Perception +8 (darkvision)
Languages Aquan, Auran, Ignan, Terran, (varies By Mephit)
Skills Acrobatics +10, Athletics +8, Deception +8
Str +1, Dex +3, Con +3, Int -2, Wis +1, Cha +1

AC 18; Fort +8; Reflex +10; Will +8;
HP 30 (fast healing 2)
Speed 20 feet (fly 25 feet)
Immunities bleed, paralyzed, poison, precision, sleep, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Physical 5

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

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

Breath Weapon Two Actions (acid, air, arcane, cold, earth, electricity, fire)

The mephit swarm breathes energy in a 15-foot cone that deals 1d6 acid, 1d6 cold, 1d6 electric, and 1d6 fire damage to each creature within the area (DC 20 basic reflex save).

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

Swarming Claws One Action

Each enemy in the swarm's space takes 2d8 piercing damage (DC 20 basic reflex save).



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.

Fire

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

Water

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