Mephit, Water (CR 3)
Small Outsider (Water and Extraplanar)
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., Listen +6, and Spot +6
AC: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Hit Dice: 3d8+6 (19 hp); DR: 5/magic
Fort +4, Ref +3, Will +3
Speed: 30 ft., fly 40 ft. (average)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +1
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee
Damage: Claw 1d3+2
Special Attacks/Actions: Breath weapon, spell-like abilities, summon mephit
Abilities: Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
Special Qualities: Fast healing 2,
Feats: Power Attack; Toughness
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Spot +6, and Use Rope +0 (+2 with bindings)
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Climate/Terrain: Elemental Plane of Water
Organization: Solitary, gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Breath Weapon (Su): Cone of caustic liquid, 15 feet; damage 1d8, Reflex half DC 12. A mephit can use its breath weapon once every 1d4 rounds as a standard action.
Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like Melf's acid arrow cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.
Fast Healing (Ex): A water mephit heals 2 points of damage each round, only if it is exposed to rain or submerged up to its waist in water.
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.
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.