Magmin
SizeAndType: Small Elemental (Fire)
HitDice: 2d8 (9)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 14 (+1 size, +1 Dex, +2 natural)
Attacks: Burning touch +1 melee
Damage: Burning touch 1d8 fire and combustion
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Combustion, fiery aura
SpecialQualities: Elemental, fire subtype, melt weapons, damagereduction 15/+1
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10
Skills: Climb +4, Escape Artist +5, Jump +4, Spot +4
ClimateAndTerrain: Any land and underground
Organization: Solitary , gang (2-4), or squad (6-10)
ChallengeRating: 3
Treasure: Standard coins; standard goods (nonflammables only);standard items (nonflammables only)
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
Description
General

Magmins speak Ignan.

Special Ability

Combustion (Ex): Anyone a magmin touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch.

Special Ability

Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Special Ability

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed at a Fortitude save (DC 11) or melt away into slag.

Manticore
SizeAndType: Huge Magical Beast
HitDice: 6d10+24 (57)
Initiative: +2 (Dex)
Speed: 30 ft., fly 50 ft. (clumsy)
ArmorClass: 16 (-2 size, +2 Dex, +6 natural)
Attacks: 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged
Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Spikes
SpecialQualities: Scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills: Listen +9, Spot +9*
ClimateAndTerrain: Warm and temperate land and underground
Organization: Solitary, pair, or pride (3-6)
ChallengeRating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan)
Description
General
Combat

A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.

Special Ability

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.

Skills: *Manticores receive a +4 racial bonus to Spot checks in daylight.

Medusa
SizeAndType: Medium-Size Monstrous Humanoid
HitDice: 6d8+6 (33)
Initiative: +2 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Shortbow +8/+3 ranged; or dagger +6/+1 melee, snakes +3melee
Damage: Shortbow 1d6; or dagger 1d4, snakes 1d4 and poison
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Petrifying gaze, poison
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +11, Disguise +11, Move Silently +9, Spot +10
Feats: Point Blank Shot, Precise Shot, Weapon Finesse (snakes)
ClimateAndTerrain: Any land and underground
Organization: Solitary or covey (2-4)
ChallengeRating: 7
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Description
General
Special Ability

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Special Ability

Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Merfolk
SizeAndType: Medium-Size Humanoid (Aquatic)
HitDice: 1d8+1 (5)
Initiative: +1 (Dex)
Speed: 5 ft., swim 50 ft.
ArmorClass: 13 (+1 Dex, +2 leather)
Attacks: Trident +1 melee; or heavy crossbow +2 ranged
Damage: Trident 1d8; or heavy crossbow 1d10
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 13
Skills: Listen +4, Spot +4
Feats: Alertness
ClimateAndTerrain: Temperate aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

Merfolk speak Common and Aquan.

Combat

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.

A merfolk's favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.

Mimic
SizeAndType: Large Aberration
HitDice: 7d8+21 (52)
Initiative: +1 (Dex)
Speed: 10 ft.
ArmorClass: 13 (-1 size, +1 Dex, +3 natural)
Attacks: Slam +8 melee
Damage: Slam 1d8+6
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Adhesive
SpecialQualities: Mimic shape, acid immunity
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills: Climb +9, Disguise +12, Listen +11, Spot +6
Feats: Skill Focus (Disguise)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General

Mimics speak Common.

Combat

A mimic often surprises the unsuspecting adventurer, lashing out with a heavy pseudopod. Mimics are smart enough to avoid fights to the death by extorting treasure or food from a party.

Special Ability

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A mimic makes one automatic slam attack each round against any creature stuck to it. A weapon that strikes an adhesive-coated mimic is also stuck fast unless the wielder succeeds at a Reflex save (DC 16). A successful Strength check (DC 16) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the mimic still has a +4 bonus to grapple checks. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Special Ability

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.

Mind Flayer
SizeAndType: Medium-Size Aberration
HitDice: 8d8+8 (44)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: 4 tentacles +8 melee
Damage: Tentacle 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Mind blast, psionics, improved grab, extract
SpecialQualities: SR 25, telepathy
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Skills: Bluff +8, Concentration +12, Hide +8, Intimidate +10,Knowledge (any two) +9, Listen +10, Move Silently +7, Spot +10
Feats: Alertness, Combat Casting, Dodge, Improved Initiative,
ClimateAndTerrain: Any underground
Organization: Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 grimlocks)
ChallengeRating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Description
General

Mind flayers speak Undercommon but prefer to communicate telepathically.

Combat

Mind flayers like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, a mind flayer lashes its enemies with the tentacles ringing its mouth.

Special Ability

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Special Ability

Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

Special Ability

Improved Grab (Ex): To use this ability, the mind flayer must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Special Ability

Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

Special Ability

Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.

Minotaur
SizeAndType: Large Monstrous Humanoid
HitDice: 6d8+12 (39)
Initiative: +0
Speed: 30 ft.
ArmorClass: 14 (-1 size, +5 natural)
Attacks: Huge greataxe +9/+4 melee, gore +4 melee
Damage: Huge greataxe 2d8+4, gore 1d8+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Charge 4d6+6
SpecialQualities: Scent, natural cunning
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills: Intimidate +5, Jump +8, Listen +8, Search +6, Spot +8
Feats: Great Fortitude, Power Attack
ClimateAndTerrain: Any underground
Organization: Solitary or gang (2-4)
ChallengeRating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Minotaurs speak Giant.

Special Ability

Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.

Special Ability

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.

Mohrg
SizeAndType: Medium-Size Undead
HitDice: 14d12 (91)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +4 natural)
Attacks: 2 slams +12 melee, tongue touch +7 melee
Damage: Slam 1d6+5, tongue paralysis
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Improved grab, paralyzing touch, create spawn
SpecialQualities: Undead
Saves: Fort +4, Ref +5, Will +9
Abilities: Str 21, Dex 13, Con -, Int 11, Wis 10, Cha 10
Skills: Climb +11, Hide +15, Listen +12, Move Silently +15, Spot+12, Swim +10
Feats: Alertness, Dodge, Improved Initiative, Mobility
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10zombies)
ChallengeRating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 15-21 HD (Medium-size); 22-28 HD (Large)
Description
General
Combat

Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.

Special Ability

Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.

Special Ability

Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes.

Special Ability

Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.

Mummy
SizeAndType: Medium-Size Undead
HitDice: 6d12+3 (42)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 17 (-1 Dex, +8 natural)
Attacks: Slam +6 melee
Damage: Slam 1d6+4 and mummy rot
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Despair, mummy rot
SpecialQualities: Undead, resistant to blows, damage reduction5/+1, fire vulnerability
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 17, Dex 8, Con -, Int 6, Wis 14, Cha 15
Skills: Hide +8, Listen +9 Move Silently +8, Spot +9
Feats: Alertness, Toughness
ClimateAndTerrain: Any desert and underground
Organization: Solitary, wardens (2-4), or guardians (6-10)
ChallengeRating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)
Description
General
Special Ability

Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day.

Special Ability

Mummy Rot (Su): Supernatural disease [slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution.] Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds.

Special Ability

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.

Special Ability

Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Mephit:Air Mephit
SizeAndType: Small Outsider (Air)
HitDice: 3d8 (13)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (perfect)
ArmorClass: 17 (+1 size, +3 Dex, +3 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of dust and grit, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.

Special Ability

Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell cast by a 6th-level sorcerer. (save DC 12 + spell level)

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fast Healing (Ex): An air mephit heals 2 points of damage each round, provided it is still alive and is exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

Mephit:Dust Mephit
SizeAndType: Small Outsider (Air)
HitDice: 3d8 (13)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (perfect)
ArmorClass: 17 (+1 size, +3 Dex, +3 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of irritating particles, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Special Ability

Spell-Like Abilities: Once per hour a dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as cast by a 6th-level sorcerer (save DC 12 + spell level).

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fast Healing (Ex): A dust mephit heals 2 points of damage each round, provided it is still alive and in an arid, dusty environment.

Mephit:Earth Mephit
SizeAndType: Small Outsider (Earth)
HitDice: 3d8+3 (16)
Initiative: -1 (Dex)
Speed: 30 ft., fly 40 ft. (average)
ArmorClass: 16 (+1 size, -1 Dex, +6 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d3+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fast healing 2, damage reduction 10/+1
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of rock shards and pebbles, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.

Special Ability

Spell-Like Abilities: 1/hour-enlarge; 1/day-soften earth and stone. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fast Healing (Ex): An earth mephit heals 2 points of damage each round, provided it is still alive and it is underground or buried up to its waist in earth.

Mephit:Fire Mephit
SizeAndType: Small Outsider (Fire)
HitDice: 3d8 (13)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
ArmorClass: 16 (+1 size, +1 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 fire
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fire subtype, fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of fire, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.

Special Ability

Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a 6th-level sorcerer (save DC 12 + spell level).

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Special Ability

Fast Healing (Ex): A fire mephit heals 2 points of damage each round, provided it is still alive and it is touching a flame at least as large as a torch.

Mephit:Ice Mephit
SizeAndType: Small Outsider (Air, Cold)
HitDice: 3d8 (13)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (perfect)
ArmorClass: 18 (+1 size, +3 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 cold
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Cold subtype, fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of ice shards, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Special Ability

Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-chill metal as the spell cast by a 6th-level sorcerer. (save DC 12 + spell level)

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Special Ability

Fast Healing (Ex): An ice mephit heals 2 points of damage each round, provided it is still alive and it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.

Mephit:Magma Mephit
SizeAndType: Small Outsider (Fire)
HitDice: 3d8 (13)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
ArmorClass: 16 (+1 size, +1 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 fire
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fire subtype, fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of magma, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Special Ability

Spell-Like Abilities: Once per hour, a magma mephit can shapechange into a pool of lava 3 feet in diameter and 6 inches deep. The mephit's damage reduction improves to 20/+1. The mephit can't attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can't "run." In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool's touch ignites flammable materials such as paper, straw, or dry wood.

Once per day a magma mephit can use pyrotechnics as the spell cast by a 6th-level sorcerer (save DC 12 + spell level). It can use itself as the fire source without harm.

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Special Ability

Fast Healing (Ex): A magma mephit heals 2 points of damage each round, provided it is still alive and it is touching magma, lava, or a flame at least as large as a torch.

Mephit:Ooze Mephit
SizeAndType: Small Outsider (Water)
HitDice: 3d8+3 (16)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
ArmorClass: 16 (+1 size, +5 natural)
Attacks: 2 claws +6 melee
Damage: Claw 1d3+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of caustic liquid, 10 feet, once every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Special Ability

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf's acid arrow cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fast Healing (Ex): An ooze mephit heals 2 points of damage each round, provided it is still alive and it is in a wet or muddy environment.

Mephit:Salt Mephit
SizeAndType: Small Outsider (Earth)
HitDice: 3d8+3 (16)
Initiative: -1 (Dex)
Speed: 30 ft., fly 40 ft. (average)
ArmorClass: 16 (+1 size, -1 Dex, +6 natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d3+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fast healing 2, damage reduction 10/+1
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +8, Listen +6, Move Silently +5, Spot +6
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of salt crystals, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Special Ability

Spell-Like Abilities: Once per hour a salt mephit can use glitterdust as the spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude half DC 15). This is especially devastating to aquatic creatures and plants, which receive a -2 racial penalty to their saving throws.

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fast Healing (Ex): A salt mephit heals 2 points of damage each round, provided it is still alive and it is in an arid environment.

Mephit:Steam Mephit
SizeAndType: Small Outsider (Fire)
HitDice: 3d8 (13)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
ArmorClass: 16 (+1 size, +1 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 fire
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fire subtype, fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of steam, 10 feet, once every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Special Ability

Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC 15).

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Special Ability

Fast Healing (Ex): A steam mephit heals 2 points of damage each round, provided it is still alive and it is touching boiling water or is in a hot, humid area.

Mephit:Water Mephit
SizeAndType: Small Outsider (Water)
HitDice: 3d8+3 (16)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
ArmorClass: 16 (+1 size, +5 natural)
Attacks: 2 claws +6 melee
Damage: Claw 1d3+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon, spell-like abilities, summon mephit
SpecialQualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Description
General
Special Ability

Breath Weapon (Su): Cone of caustic liquid, 15 feet, once every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.

Special Ability

Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like Melf's acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer. Both have save DC 12 + spell level.

Special Ability

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Special Ability

Fast Healing (Ex): A water mephit heals 2 points of damage each round, provided it is still alive and it is exposed to rain or submerged up to its waist in water.