Air Mephit

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==Air Mephit==
Most maneuverable in flight of all mephits, air mephits are flighty in personality as well. Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers – for their first mission. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble.
Air mephits look like pure white muscular humanoids from the waist up and white tornadoes from the waist down. Unlike most other mephits, they have no wings but fly on their airstreams; they display astonishing agility. They are bald with broad grins and small ears, and they often wear one gold earring.
===Combat===
Air mephits favor sudden ambush attacks and quick escapes. An air mephit attacks with two claws (1d3 damage each). To use its breath weapon, the mephit inhales sand, dirt, or other particles in the vicinity and then blows the grit at high velocity at one target within 10' (hits automatically for 1d6 damage). The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity.
Once per hour air mephits can cast blur on themselves at 3rd level of magic use. Once per day they can cast gust of wind.
Air mephits are immune to air and gas attacks of all kinds. They regenerate 1 hp per turn automatically. They die instantly and vanish in a vacuum.
===Ecology===
A confined mephit can freshen and cool the air in stuffy rooms. Spellcasters unaccustomed to hot weather sometimes bring them along on trips to hot Lower Planes.
Category:Creatures
Category:Planescape Appendix I Creatures