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Water MephitCreature 1


NSmallAquaticElementalWater
Source Pathfinder Bestiary
Perception +3 (darkvision)
Languages Aquan
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int -2, Wis +0, Cha +0

AC 16; Fort +7; Reflex +11; Will +4;
HP 20 (fast healing 2 (while underwater)
Speed 20 feet (fly 25 feet, swim 25 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Acid 3, Fire 3

Claw One Action +8 (+3, -2) to hit (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 (While Underwater)

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, arcane)

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

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

Drench One Action (abjuration, arcane, water)

The water mephit puts out all fires in a 5-foot emanation.

The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).


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

2nd Level: Acid Arrow


Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit's benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like fish scales. Though water mephits' wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must.


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.

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.