Perception +3; darkvision
Languages Aquan
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +1, Int –2, Wis +0, Cha +0
AC 16; Fort +7, Ref +11, Will +4
HP 20, fast healing 2 (while underwater); Immunities bleed, paralyzed, poison, sleep; Resistances acid 3, fire 3
Speed 20 feet, fly 25 feet, swim 25 feet
Melee claw +8 (finesse), Damage 1d6+1 slashing
Arcane Innate Spells DC 17, attack +9; 2nd
Breath Weapon (acid, arcane) The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water mephit can’t use Breath Weapon again for 1d4 rounds.
Drench (abjuration, arcane, water) The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).
Water Mephit
Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit’s benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like fish scales. Though water mephits’ wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must.