|A dust mephit was about four feet (120 centimeters) tall and weighed about 20 pounds (about 10 kilograms). They had rough gray skin, which seemed to produce dust and grit constantly as they moved. Like all mephits, dust mephits were impish in appearance and had wispy wings. These mephits are irritating and persistent.
Dust mephits can heal themselves (2 hits a round) as long as they are in a dusty, dry environment.
They have the ability to breathe a conical cloud of irritating particulates, which could cause burning eyes and itching skin in victims. They also have the innate power to surround themselves with a blurring cloud of dust about once every hour or to call forth a powerful wall of roiling dust once per day.
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 dust mephit is a cone of dust that deals 1d4 damage due to sand blasting effects. The dust also causes living creatures to be irritated and at -1 step for 1 round. An evade halves the damage and negates the irritating effect.
1/day—summon: (1 mephit of the same type 25% chance)
blur 1/hour: lasts 6 minutes. The subject’s outline appears blurred, shifting, and wavering. (20% chance attack misses)
wind wall 1/day: (lasts 6 rounds)An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A brawn save allows a creature to maintain its grasp on an object.) SIZ 5 or less flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
Death Burst: When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed endurance save or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Any non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved.