Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 17; 2nd blur; 1st gust of wind
Ability
Breath Weapon
(air, arcane) The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The air mephit can't use Breath Weapon again for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
claw +9 [+5/+1] (agile, finesse), Damage 1d6+1 slashing
Trait
Air
Effects 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 magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
bleed
paralyzed
poison
sleep
Language
Auran
Perception
darkvision