Monsters / Mephit

Mephit

CR 3 - 800 XP - N Small Outsider

Stat block

AC17 (touch 14, flat-footed 14)HP19 (3d10+3)SavesFort +2, Ref +5, Will +3Melee2 claws +5 (1d3+1)Speed30 ft., fly 40 ft. (average)AbilitiesStr 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14BAB / CMB / CMD+3 / +3 / 15Sensesdarkvision 60 ft.; Perception +6Environmentany (elemental planes)
DR 5/magic

Combat brain - every behavior cites its line (2 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

strikes-first (from feats)
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +6 - hunts where prey is blind

On-hit riders and breath

breath weaponDC 13 Reflex

From the entry

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities. The mephit types are listed below. Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction. Works only in gusty and windy areas. Fly 60 ft. (perfect) A cone of sand and grit that deals 1d8 slashing damage. blur 1/hour, gust of wind 1/day. Dust mephits are commonly found on the Plane of Air. These mephits are irritating and persistent. Works only in dusty environments. Fly 50 ft. (perfect) A cone of dust that deals 1d4 slashing dama...