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Air Mephit

Creature 1 — air, elemental

Pre-Remaster content. May include legacy alignment.

FlankerWeaverLANDAERIALairelemental

Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies. 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

Source: pathfinder-bestiary (Pre-Remaster)

Perception +3; darkvision
Languages sussuran
Skills acrobatics +7, stealth +7
Str
+1
Dex
+4
Con
+0
Int
-2
Wis
+0
Cha
+0
AC 16 Fort +3 Ref +19 Will +7
HP 12 (fast healing 2 (in open air))
Immunities bleed, paralyzed, poison, sleep
Speed 20 feet, fly 40 feet

Offense

Melee Claw (agile, finesse, unarmed) +9, Damage 1d6+1 slashing

Abilities

Fast Healing 2 (In Open Air) — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Breath Weapon (air, arcane) — The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 Reflex save).

The air mephit can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells DC 17, attack +9
2nd Blur
1st Gust of Wind

WORKS WELL WITH

AnvilLANDAnvil holds enemies in place while the Flanker exploits aerial positioning for flanking and breath weapon strikes.
CrasherLAND / AERIALCrasher capitalizes on softened enemies while the Flanker creates positioning advantages from the air.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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