Mucker
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Name
Mephit, Ooze Fiendish/Terror CR 3
This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
XP 800
Neutral Small Outsider (Humanoid) Water Subtype
Init +6; Senses Darkvision 60, Darkvision 60ft, Darkvision 60ft; Perception +6
Aura Fear Aura (Su) DC(13) (as fear spell, 20 ft)
DEFENSE
AC 17, Touch 14, flat footed 14 ( No Armour, Shield, none)
(+2 Dex, +3 Natural, +1 size, +1 feats)
hp 19 (3d10+3);Fast healing 2 (works only in wet or muddy environments)
Fort +2, Ref +5, Will +3
Resistance to cold and fire 5, Spell Resistance HD + 5 (max of 25), Damage reduction 5/magic,Immunity to fear effects
OFFENSE
Speed 30, swim 30ft.
Melee
Single Attack Slam +5 (1d3+1)
or Slime +6 (0)
Full Attack
Slam +5 (1d3+1)
Tail Slap +5 (1d3+1)
or Slime +6 (0) range 0
Space 5ft.; Reach 5
Special Attacks
Smite good 1 per day add extra damage = to HD total,
Breath Weapon DC(12) Add +1 to DC (15-foot cone, Reflex for half) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action.,
Breath Weapon DC(12) The breath weapon of an ooze mephit is a cone of slime that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.,
Summon 1/day level 2, 1 mephit of the same type 25%
Spell-like Abilities
Spell-like Abilities CL 6th
Spell-like Abilities (CHR) 2nd DC(14) 1/hour acid arrow
Spell-like Abilities (CHR) 3rd DC(15) 1/day stinking cloud
STATISTICS
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Attack 3 CMB 3 ; CMD 16
Feats
Dodge: Add 1 to AC ,
Improved Initiative: +4 Initiative checks
Skills Bluff 8, Perception 6, Stealth 12, Swim 13
Languages Aquan, Common
ECOLOGY
Environment Any
Organization Solitary, Pair, Gang 3-6, Mob 7-12
Treasure Standard
SPECIAL ABILITIES
Negative energy absorption (Su) (Su; heals 1 hit point for every 3 points of damage that negative energy attacks would otherwise deal; a terror creature gets no saving throw against negative energy effects)
Summon:A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creatures entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.
Water Subtype:This subtype is usually used for Outsiders with a connection to the Elemental Planes of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and can usually breathe air as well. Water creatures treat the Swim skill as a class skill.
MAGIC ITEMS (max value 780)
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