ability_mods: cha_mod: 0 con_mod: 1 dex_mod: 3 int_mod: -2 str_mod: 1 wis_mod: 0 ac: 16 ac_special: null active_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: 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. effect: null failure: null frequency: null maximum_duration: null name: Breath Weapon range: null raw_description: '**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.' requirements: null saving_throw: null stages: null success: null traits: - acid - arcane trigger: null - action_cost: One Action critical_failure: null critical_success: null description: 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). effect: null failure: null frequency: null maximum_duration: null name: Drench range: null raw_description: '**Drench** [One 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).' requirements: null saving_throw: null stages: null success: null traits: - abjuration - arcane - water trigger: null alignment: N automatic_abilities: null description: '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' hp: 20 hp_misc: fast healing 2 (while underwater) immunities: - bleed - paralyzed - poison - sleep languages: - Aquan level: 1 melee_attacks: - action_cost: One Action damage: - formula: 1d6+1 type: slashing name: claw to_hit: 8 traits: - finesse name: Water Mephit perception: 3 ranged_attacks: null resistances: - amount: 3 misc: null type: acid - amount: 3 misc: null type: fire saves: fort: 7 fort_misc: null misc: null ref: 11 ref_misc: null will: 4 will_misc: null senses: - darkvision size: Small skills: - bonus: 6 misc: null name: Athletics - bonus: 6 misc: null name: Stealth sources: - abbr: Bestiary page_start: '151' page_stop: null speed: - amount: 20 misc: null type: Land - amount: 25 misc: null type: fly - amount: 25 misc: null type: swim spell_lists: - attack_bonus: 9 cantrips: null constants: null dc: 17 focus_points: null misc: null spell_lists: - level: 2 spells: - misc: null name: acid arrow spells_source: Arcane Innate Spells traits: - Aquatic - Elemental - Water