You can expect acerbic quips, biting remarks and painful wounds from a salt mephit; the glittering, crystalline imps have a particularly annoying habit of keeping a running commentary as they slash and tear at victims.
(Originally posted on RPG.net by Christopher Allen)
2nd Level Spoiler [Elemental]
Salt Claws +7 vs AC – 7 damage
18+: The target becomes dazed for 1 turn.
C Salt Crystal Blast +7 vs PD (1 nearby creature) – 5 damage and the target becomes dazed for 1 turn.
Limited Use: 1/round as a standard action if the Escalation Die is even.
R Acidic Taunt +6 vs MD (1 nearby or far away creature) – 7 psychic damage.
Limited Use: 1/battle unless the taunt's damage makes the target staggered, in which case it is recharged.
Flight: Salt mephits fly fairly well, but they hate to be out in the open air where a passing squall or shower might soak them and make them melt away.
Resistance Physical 14+
Salt in the Wound: Whenever the mephit hits a staggered target with salt claws or salt crystal blast, the daze effect becomes (save ends) instead of just lasting for 1 round.
Salt the Earth: Any enemies nearby the salt mephit who use a recovery to heal regain 3 fewer hit points than they would usually.