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Earth Mephit

Creature 1 — earth, elemental

Pre-Remaster content. May include legacy alignment.

CrasherLANDAERIALSUBTERRANEANearthelemental

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 se

Source: pathfinder-bestiary (Pre-Remaster)

Perception +3; darkvision, tremorsense (imprecise) 30 feet
Languages petran
Skills athletics +6, stealth +2
Str
+3
Dex
-1
Con
+2
Int
-2
Wis
+0
Cha
-1
AC 15 Fort +8 Ref +4 Will +3
HP 20 (fast healing 2 (while underground))
Immunities bleed, paralyzed, poison, sleep
Speed 20 feet, burrow 20 feet, fly 15 feet

Offense

Melee Fist (unarmed) +8, Damage 1d6+3 bludgeoning

Abilities

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 (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 Reflex save).

The earth mephit can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells DC 17, attack +9
3rd Meld into Stone
2nd Enlarge (Self Only)

WORKS WELL WITH

AnvilLAND / AERIAL / SUBTERRANEANA durable frontline body draws melee attention while this fragile elemental darts in with Breath Weapon before retreating out of reach.
SniperLAND / AERIAL / SUBTERRANEANA ranged attacker adds pressure from a distance while the mephit's own recharge timer on Breath Weapon leaves gaps in its offense.
FlankerLAND / AERIAL / SUBTERRANEANA mobile skirmisher exploits the group already scattered by the cone-shaped Breath Weapon to pick off isolated targets.

PUNISHES

✖ clumping✖ low Reflex targets
Its low HP and AC mean it dies quickly if it's the only threat; avoid using it as a solo encounter without other pressure to spread party attention.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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