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- {
- "ac": 16,
- "alignment": "N",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 0,
- "constitution": 1,
- "creature_ability": [
- "Breath Weapon",
- "Drench"
- ],
- "creature_family": "Elemental, Mephit",
- "creature_family_markdown": "[Elemental, Mephit](/MonsterFamilies.aspx?ID=44)",
- "dexterity": 3,
- "exclude_from_search": false,
- "fortitude_save": 7,
- "hp": 20,
- "hp_raw": "20 ( fast healing 2 (while underwater))",
- "id": "creature-195",
- "immunity": [
- "bleed",
- "paralyzed",
- "poison",
- "sleep"
- ],
- "immunity_markdown": "bleed, paralyzed, poison, sleep",
- "intelligence": -2,
- "language": [
- "Aquan"
- ],
- "language_markdown": "[Aquan](/Languages.aspx?ID=14)",
- "level": 1,
- "markdown": "<title level=\"1\" pfs=\"Standard\">[Water Mephit](/Monsters.aspx?ID=195)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nWater 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 sh 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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Elemental](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10)): DC 15\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 13\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 10\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 1\">[Water Mephit](/Monsters.aspx?ID=195)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Small\" />\r\n<trait label=\"Aquatic\" url=\"/Traits.aspx?ID=168\" />\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=165\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 151</row>\n\n**Perception** +3; darkvision\r\n\r\n**Languages**\r\n[Aquan](/Languages.aspx?ID=14)\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +6, [Stealth](/Skills.aspx?ID=15) +6\r\n\r\n<row gap=\"medium\">\r\n**Str** +1\r\n\r\n**Dex** +3\r\n\r\n**Con** +1\r\n\r\n**Int** -2\r\n\r\n**Wis** +0\r\n\r\n**Cha** +0\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 16 \r\n\r\n**Fort** +7 \r\n\r\n**Ref** +11 \r\n\r\n**Will** +4 \n\n</row>\r\n\r\n**HP** 20\r\n([fast healing](/MonsterAbilities.aspx?ID=15) 2 (while underwater))\n\n**Immunities**\r\nbleed, paralyzed, poison, sleep\r\n\r\n**Resistances**\r\nacid 3, fire 3\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 20 feet, fly 25 feet, swim 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nclaw +8 ([Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 1d6+1 slashing\r\n\r\n**Arcane Innate Spells** DC 17, attack +9\r\n- **2nd**\r\n[Acid Arrow](/Spells.aspx?ID=2)\r\n\r\n**Breath Weapon** <actions string=\"Two Actions\" /> ([Acid](/Traits.aspx?ID=3), [Arcane](/Traits.aspx?ID=11)) 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.\r\n\r\n**Drench** <actions string=\"Single Action\" /> ([Abjuration](/Traits.aspx?ID=2), [Arcane](/Traits.aspx?ID=11), [Water](/Traits.aspx?ID=165)) 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).\r\n\r\n</column>\n\n<document level=\"2\" id=\"creature-family-44\" />",
- "name": "Water Mephit",
- "npc": false,
- "perception": 3,
- "pfs": "Standard",
- "rarity": "common",
- "reflex_save": 11,
- "release_date": "2019-08-01",
- "resistance": {
- "acid": 3,
- "fire": 3
- },
- "resistance_markdown": "acid 3, fire 3",
- "resistance_raw": "acid 3, fire 3",
- "search_markdown": "<traits>\r\n<trait label=\"Aquatic\" url=\"/Traits.aspx?ID=168\" />\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=165\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 151</row>\r\n\r\n**Creature Family** [Elemental, Mephit](/MonsterFamilies.aspx?ID=44)\r\n\r\n<row gap=\"medium\">\r\n**HP** 20 ( fast healing 2 (while underwater))\r\n\r\n**AC** 16\r\n\r\n**Fort** +7\r\n\r\n**Ref** +11\r\n\r\n**Will** +4\r\n\r\n**Perception** +3\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWater 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 …\r\n</summary>",
- "sense": "darkvision",
- "sense_markdown": "darkvision",
- "size": [
- "Small"
- ],
- "skill": [
- "Athletics +6",
- "Stealth +6"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +6, [Stealth](/Skills.aspx?ID=15) +6",
- "source": [
- "Bestiary"
- ],
- "source_raw": [
- "Bestiary pg. 151"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 151</row>",
- "speed": {
- "fly": 25,
- "land": 20,
- "max": 25,
- "swim": 25
- },
- "speed_markdown": "20 feet, fly 25 feet, swim 25 feet",
- "speed_raw": "20 feet, fly 25 feet, swim 25 feet",
- "spell": [
- "Acid Arrow"
- ],
- "spell_markdown": "[Acid Arrow](/Spells.aspx?ID=2)",
- "stealth": "6",
- "strength": 1,
- "strongest_save": [
- "ref",
- "reflex"
- ],
- "summary": "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 …",
- "summary_markdown": "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 …",
- "text": " 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 sh 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. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Water Mephit Source Bestiary pg. 151 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 Single Action claw +8 (Finesse), Damage 1d6+1 slashing Arcane Innate Spells DC 17, attack +9 - 2nd Acid Arrow Breath Weapon Two Actions (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 Single Action (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). ",
- "trait": [
- "Aquatic",
- "Elemental",
- "Water",
- "N",
- "Small"
- ],
- "trait_markdown": "[Aquatic](/Traits.aspx?ID=168), [Elemental](/Traits.aspx?ID=57), [Water](/Traits.aspx?ID=165)",
- "trait_raw": [
- "Aquatic",
- "Elemental",
- "Water"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=195",
- "vision": "Darkvision",
- "weakest_save": [
- "will"
- ],
- "weakness": {},
- "will_save": 4,
- "wisdom": 0
- }
|