Mephit Swarm (7-8)Creature 5
Source Pathfinder Society Scenario #2-16: Freedom for Wishes
Perception +12 (darkvision)
Languages Petran, Pyric, Sussuran, Thalassic, (varies By Mephit)
Skills Acrobatics +12, Athletics +10, Deception +10
Str +1, Dex +3, Con +3, Int -2, Wis +1, Cha +1
AC 21; Fort +10; Reflex +12; Will +10;
HP 50 (fast healing 2)
Speed 20 feet (fly 25 feet)
Immunities bleed, paralyzed, poison, precision, sleep, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Physical 5
Fast Healing 2
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Breath Weapon
(acid, air, arcane, cold, earth, electricity, fire)The mephit swarm breathes energy in a 15-foot cone that deals 1d10[acid],1d10[cold],1d10[electricity],1d10 fire damage to each creature within the area (DC 22 reflex save).
The mephit swarm can't use Breath Weapon again for 1d4 rounds.
Swarming Claws
Each enemy in the swarm's space takes 3d6 piercing damage (DC 22 reflex save).
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
SwarmA swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.