Mephit Swarm (7-8)
CREATURE 5 +12; darkvision
Petran, Pyric, Sussuran, Thalassic; (varies by mephit)
Acrobatics +12, Athletics +10, Deception +10
Str +1, Dex +3, Con +3, Int -2, Wis +1, Cha +1
AC 21; Fort +10, Ref +12, Will +10
HP 50, fast healing 2; 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.
20 feet, fly 25 feet
Breath Weapon (acid, air, arcane, cold, earth, electricity, fire)
The mephit swarm breathes energy in a 15-foot cone that deals 1d10 acid plus 1d10 cold plus 1d10 electricity plus 1d10 fire damage to each creature within the area (DC 22 basic 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 basic Reflex save).
Pathfinder Society Scenario #2-16: Freedom for WishesOGL