Water Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6; hp 19;
Init +0; Spd 30 ft., fly 40 ft. (average) , swim 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;
Base Atk +3; Grp +1; Atk Claw +6 melee (1d3+2); Full Atk 2 claws +6 melee (1d3+2);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL Usually neutral; SV Fort +4, Ref +3, Will +3;
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Skills: A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.
Breath Weapon(Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.
Summon Mephit(Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.