Cooper's Corrected Summon Monster IV (Mephits)

Michael O. Varhola

By John Cooper


About half of the monsters listed in the spell  summon monster IV,  all of them except the various elemental mephits, appear in the article "Cooper’s Corrected Summon Monster IV" in  d∞ Volume #2 . All of those mephits appear here and each of these creatures has two sets of stat blocks: a “standard” set and one that shows the “augmented” creature that results from using the Augment Summoning feat (which gives summoned creatures +4 to Strength and Constitution, affecting attacks, damage, saving throws, and skills). Modifications to the these monster stat blocks include corrections to mistakes that appear in the v.3.5 SRD (as per  Cooper’s Corrected Creature Compendium a four-volume work that does this for the entire SRD and beyond).  

AIR MEPHIT
Small Outsider (Air, Extraplanar)
Hit Dice:  3d8 (13 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class:  17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/–1
Attack: Claw +4 melee (1d3)
Full Attack:  2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Breath weapon, spell-like abilities, summon mephit
Special Qualities:  Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +9, Hide +13, Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Environment: Elemental Plane of Air
Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:  3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:  +3 (cohort)

AIR MEPHIT (AUGMENTED)
Small Outsider (Air, Extraplanar)
Hit Dice:  3d8+6 (19 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class:  17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/+1
Attack: Claw +6 melee (1d3+2)
Full Attack:  2 claws +6 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Breath weapon, spell-like abilities, summon mephit
Special Qualities:  Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +9, Hide +13, Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Environment: Elemental Plane of Air
Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:  3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:  +3 (cohort)

Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound. Air mephits speak Auran and Common. 

COMBAT
An air mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su):  15-foot cone of dust

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