Mephit, Glass (CR 3)
AC: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Hit Dice: 3d8+3 (16 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 +2
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d3+3 plus 1 fire
Special Attacks/Actions: Breath weapon, spell-like abilities, summon mephit
Abilities: Str 16, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Special Qualities: fast healing 2
Feats: Improved Initiative; Power Attack
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +6, Hide +10, Intimidate +4, Listen +6, Move Silently +6, Spot +6, and Use Rope +0 (+2 with bindings)
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary, gang (2-4 mephits of mixed varieties), or mob (5-12 mephits of mixed varieties)
Breath Weapon (Su): 10-ft. cone of molten glass, damage 1d4 fire, Reflex DC 13 half. Living creatures that fail their saves are exposed to splashes of hot glass that continue to burn their skin. The molten glass deals an extra 1d4 points of fire damage per round for 3 rounds. The creature can take a full-round action to scrape off the burning material; doing so means the creature stops taking the additional damage. 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: 2/day - heat metal; 1/hour - blur (mephit only). Caster level 3rd.
When the mephit activates its blur ability, its skin becomes translucent.
Fast Healing (Ex): A glass mephit heals only if it is touching molten glass or a flame at least as large as a torch. 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 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.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.