||Salt mephits are small imp like humanoids that have crystalline flesh and red eyes.Their bodies are grainy and white, like salt, with their wings composed of small cubic crystals. It is about four feet (120 centimeters) tall and weighed about 40 pounds (about 20 kilograms). These mephits have a sour sense of humor and are very sarcastic.They enjoy taunting other creature and are cruel and aloof. If their claws exposed flesh, the wound are also covered in salt, causing pain.
A salt mephit heals 2 hits a round if it is in an arid environments with very low humid.
Salt mephits can, once per day, draw out the moisture from living beings around them. This caused them to take damage, and is even more effective against beings that had an affinity towards water, such as plants.
Such creatures can spray cones of salt crystals at their enemies, which caused their skin and eyes to burn and itch. They could also cover creatures in glitterdust; this revealed invisible foes and sometimes blinded them.
breath weapon (15-foot cone, opposed Evade vs attack roll for for half)
The mephit can unleash a particular breath weapon every 4 rounds as an action.
The breath weapon of a salt mephit is a cone of salt crystals that deals 1d4 cutting damage. The salt also causes living creatures to be hindered by intense pain in the location struck, any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails, and they moan or scream in pain. A save halves the damage and negates the pain effect.
1/day—summon: (1 mephit of the same type 25% chance)
Glitterdust 1/hour: lasts 6 rounds. creatures and objects within 10-ft.-radius spread. A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust is at herculean on all on Stealth checks.
Dehydrate 1/day: Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 1d10 points of damage to all locations, Armour provides no protection. (standard save for half damage and half locations). This effect is especially devastating to plant and aquatic creatures, which take a –2 step penalty on their save throw and suffer a +2 damage step (1d8+1d6).
Death Burst. When the mephit dies, it shatters in a shower of salt shardsthat fills a 5-foot-radius sphere. All within take 1d6 damage to all locations. Armour protects as full (save for half damage)
Weakness to water: take extra half damage for water attacks. A water-skin thrown over them causes 2d4 damage to 1d4 locations.
Any non magical damage that goes through their armour is reduced by 3 points.