|Size/Type:||Small Outsider (Air, Extraplanar)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||30 ft. (6 squares), fly 60 ft. (perfect)|
|Armor Class:||17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14|
|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, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), 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)|
|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 Common and Auran.
Breath Weapon (Su)
15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.
Fast Healing (Ex)
An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.