Mephit, Sulphur (CR 3)
Small Outsider (Air, Earth, and Extraplanar)
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Hit Dice: 3d8+3 (16 hp); DR: 5/magic
Fort +4, Ref +5, Will +3
Speed: 30 ft., fly 50 ft. (average)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee
Damage: Claws 1d3+1
Special Attacks/Actions: Breath weapon, spell-like abilities, summon mephit
Abilities: Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 15
Special Qualities: fast healing 2
Feats: Dodge; Power Attack
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +8, Hide +12, Intimidate +4, Listen +6, Move Silently +8, Spot +6, and Use Rope +2 (+4 with bindings)
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Climate/Terrain: Elemental Plane of Air
Organization: Solitary, gang (2-4 mephits of mixed varieties), or mob (5-12 mephits of mixed varieties)
Breath Weapon (Su): 10-ft. cone of toxic volcanic vapor, initial damage unconsciousness, secondary damage none, Fort DC 12 negates. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.
Spell-Like Abilities: 1/hour - haboob (centered on mephit only, DC 15); 1/day - stinking cloud (DC 15). Caster level 6th.
Fast Healing (Ex): A sulfur mephit heals only if in a region of volcanic gases or similar fumes. A mephit heals 2 points of damage each round.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.