Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 17, attack +9; 2nd acid arrow
Ability
Breath Weapon
(acid, arcane) The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water mephit can't use Breath Weapon again for 1d4 rounds.
Ability
Drench
(abjuration, arcane, water) The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).
Offense
Melee
Circumstance: combat round (melee)
claw +8 [+3/-2] (finesse), Damage 1d6+1 slashing
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
bleed
paralyzed
poison
sleep
Language
Aquan
Perception
darkvision
Resistance
acid 3
fire 3