This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Environment: Any (Elemental planes)
Organization: 1-12
Proficiency Score: +4
Small; Principle/Individual; Aerial, Outsider
Armor Class: 19 (+2 Dex, +1 Natural, +1 Dodge, +1 Size, +4 Proficiency Score)
Hit Points: 110 (10d10+10)
Speed: Land 30 feet, Fly 60 feet
Initiative: +2 (Advantage)
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 15 (+2) | 12 (+1) | 6 (-2) | 11 (+0) | 14 (+2) |
Saves:
- Fortitude +1
- Reflex +6
- Will +0
Skills:
- Acrobatics +6
- Deception +6
- Perception +4
- Stealth +6
Resistances:
- 5 against effects with the magical tags
Senses: Passive Perception: 14; Dark Vision 60 feet
Languages: Common, Auran
Fast Healing (2). An Air Mephit gains a number of hit points at the beginning of its turn equal to the value of this ability when in areas of gusts or high winds.
Spells. An Air Mephit is an Arcane caster.
Spell Attack: +6/+1/-4; Spell DC: 16
- At Will: Blur
- 3 per 24 Hours: Gust of Wind, Summon Creature (Level 4, another mephit)
Actions
Breath Weapon (5 or 6, 15-foot cone). Ranged Strike DC 16 Reflex Save with 2d6 slashing damage, halved on a success.
Claw. Melee Strike +6/+2/-2 (agile, finesse, unarmed) with 2d4+2 slashing damage.