# Mephit, Glass >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d3 (×2) > >Melee/Ranged: +7/+4 > >Secondary: +2/-1 > >Multiattack: +5/+2 > >M/R_PA: +6/+3 > >2nd/PA: +1/-2 > >MA_PA: +4/+1 > >Itterative: 1 > > xDmg:: Str: +3; Str2: +4; StrOH: +1; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 14; Dex: 11; Con: 12; Int: 9; Wis: 11; Cha: 13 > > xFeat:: 2/2 (0) > > xClasSkil:: Bluff, Disguise, Intimidate, Perception, Spellcraft > > SaveDiff:: +/- 2 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Glass Mephit</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Sandstorm</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Small Outsider (earth, fire) **Init** +0 **Senses** darkvision 60 ft.; **Perception** +0 #### defense **AC** 16, 11 touch, 16 flat-footed (+5 natural, +1 size) **hp** 18 (3d10+3); fast healing 2 **Fort** +2, **Refl** +3, **Will** +3 **Feint** 13, **Demoralize** 13 **DR** 5/magic #### offense **Speed** 30 ft., fly 40 ft. (average) **Melee** 2 claws +5 (1d3+1) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** breath weapon **Spell-Like Abilities** (CL 3th; Concentration +5) #### statistics **Str** 16, **Dex** 10, **Con** 13, **Int** 6, **Wis** 11, **Cha** 15 **BAB** +3, **CMB** +4, **CMD** 14, **TA** +7, **RTA** +4 **Feats** [[Improved Initiative]], [[Power Attack]] **Skills** Bluff +8, Disguise +5, Intimidate +5, Perception +0, Spellcraft +1 **Languages** #### special abilities ### Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. The breath weapon of a glass mephit is a cone of moldon glass that deals 1d4 fire damage. Creatures that fail their saves are exposed to splashes of hot glass that continue to burn their skin. The molten glass deals an extra 1d4 points of fire damage per round for 3 rounds. The creature can take a full-round action to scrape off the burning material; doing so means the creature stops taking the additional damage. A successful save halves the damage and negates the lingering fire damage.