My new old project has stalled again, so I decided to churn out a few more mephits as a palate cleanser. Enjoy.

New Creature: Even More Mephits

Wood Mephit
Small Outsider (Wood) (or, as an alternative, (Air, Earth, Fire Water) without changing the statistics)
Hit Dice: 3d8+6 (19 hp)
Initiative: +5
Speed: 30 ft, Fly 40 ft (average)
Amor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, Flat footed 15
Base Attack/Grapple: +3/+0
Attack: Claw + 5 melee (1d3+1)
Full Attack: 2 Claw + 5 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, resistence 10 to electricity and acid, vulnerability to fire
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 12, Dex 12, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +7, Hide +11 Intimidate +4, Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings),
Feats: Improved Initiative, Toughness
Environment: Elemental Plane of Wood
Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3

Wood mephits are horndogs with a puerile sense of humor. They are most often encountered on the World Ash Yggdrasil, as the Plane of Wood is rarely visited.
Wood Mephits speak Common and any two of Auran, Aquan, Ignan and Terran.

Breath weapon (Su): 10 ft. cone of wood splinters; 1d4 piercing; reflex, DC 13. These splinters are extraordinarily painful. Living creatures that don't wear protection and fail their save take a -1 penalty to skill checks and attack rolls for 1 minute. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): Only when in contact with wooden objects or living trees.
Spell-like abilities: 1/hour – Entangle (DC 13), CL 3. 1/day – Skin of ThornsSC (DC 15), Meld into Wood (like meld into stone, but only for wood and trees), CL 6.

In the mephit code, wood mephits are also known as the booty call mephit.

Metal Mephit

Small Outsider (Earth)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 30 ft, Fly 50 ft (average)
Amor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, Flat footed 15
Base Attack/Grapple: +3/+1
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 Claw +6 melee (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, Metallic, Phase through metal
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 15, Dex 14, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +8, Hide +12 Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings),
Feats: Improved natural attack (Claw), Combat Reflexes
Environment: Demiplane of Metal, Elemental Plane of Earth
Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3

Metal mephits are blood-thirsty edgelords. Most of them follow ridiculous self-invented ideas of respect or honor codices, which serve mostly as a reason to take offense and get into fights.
Metal mephits speak Common and a pretty weird dialect of Terran.

Breath weapon (Su): 10 ft. cone of metallic fragments; 1d8 bludgeoning, piercing and slashing; reflex, DC 12. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): Only when in contact with ore or worked metal.
Metallic (Ex): If a metal mephit would take damage from electricity, it instead stores that damage as a charge. Whenever it uses its breath weapon or makes a melee attack with its claws or a metal weapon, it can spend up to 10 points of stored electricity damage and add that damage to the damage dealt by the breath weapon or attack. A metal mephit can't store more than 10 points of damage per HD. The charge is lost if it isn't spent within 1 minute.
Furthermore, metal mephits receive a -4 penalty to saves against spells and abilities based onn heat, cold and magnetism. Spells and abilities based on magnetism treat the mephit as if it was a metal object one size smaller.
Phase through metal (Su): A metal mephit can unimpededly move through unattended metal objects with a thickness of no more than 5 ft. at will.
Spell-like abilities: 1/hour – True Strike, CL 3. 1/day – MagnetismCArc (DC 15), CL 6.

In the mephit code, a metal mephit is only sent to someone you think you have bested totally utterly; essentially a mocking "Go kill yourself."

Athasian mephits

Mephits rarely appear on Athas. Despite this, inhabitants of the Crimson Sphere that managed to escape into the Great Wheel have created mephits adapted to their home's elemental border planes. Athasian mephits are not well known enough on the planes to have meanings in the mephit code.

Rain Mephit
Small Outsider (Air, Water)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 30 ft, Fly 50 ft (good), Swim 30 ft.
Amor Class: 18 (+1 size, +3 dex, +4 natural), touch 14, Flat footed 15
Base Attack/Grapple: +3/-1
Attack: Claw + 4 melee (1d3 plus 1d4 electricity)
Full Attack: 2 Claw + 4 melee (1d3 plus 1d4 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, resistence 5 to electricity and sonic
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +9, Hide +13 Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings), Swim +8
Feats: Dodge, Mobility
Environment: Paraelemental Plane of Rain, Quasielemental Plane of Lightning
Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3

Rain mephits are crybabies that turn on the waterworks over every little thing. In some cases this even happens as an intentional attempt at manipulation.
Rain maphits speak Common, Aquan and Auran.

Breath weapon (Su): 10 ft. cone of cold water; 1d4 cold; fortitude, DC 12. Creatures that fail their save are also knocked prone. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): Only in the rain.
Spell-like abilities: 1/hour – ThunderheadSC (DC 13), CL 3. 1/day – Great ThunderclapSC (DC 15), CL 6.

Sun Mephit
Small Outsider (Air, Fire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 30 ft, Fly 50 ft (good)
Amor Class: 16 (+1 size, +1 dex, +4 natural), touch 12, Flat footed 15
Base Attack/Grapple: +3/-1
Attack: Claw + 4 melee (1d3 plus 1d4 fire)
Full Attack: 2 Claw + 4 melee (1d3 plus 1d4 fire)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, light immunity, immunity to fire, vulnerability to cold
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +7, Hide +11 Intimidate +4, Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings),
Feats: Dodge, Toughness
Environment: Paraelemental Plane of Sun, Quasielemental Plane of Radiance
Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3

Sun mephits are aggressively loners. They insist that they need no one. Logically, they search out the company of others so they can demonstratively ignore them or demonstrate their allegeded independentness.
Sun mephits speak Common, Auran and Ignan.

Breath weapon (Su):
10 ft. cone of solar glare; Fortitude DC 12 no effect. Sighted creatures that fail their save are blinded for 10 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): Only in full sunlight.
Light immunity (Ex): Sun mephits don't take damage from spells and abilities based on light. They still can suffer secondary effects.
Spell-like abilities: 1/hour – Nimbus of LightSC, CL 3. 1/day – Fireball (DC 15), CL 6.

Silt Mephit

Small Outsider (Earth, Water)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft, Fly 40 ft (average), Swim 30 ft
Amor Class: 15 (+1 size, +4 natural), touch 11, Flat footed 15
Base Attack/Grapple: +3/+1
Attack: Claw + 6 melee (1d3+2 plus 1d4 acid)
Full Attack: 2 Claw + 6 melee (1d3+2 plus 1d4 acid)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Breathing Adaptation, Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, Immunity to acid
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +6, Hide +10 Intimidate +4, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings),
Feats: Power Attack, Toughness
Environment: Paraelemental Plane of Silt, Quasielemental Plane of Dust
Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3

Silt mephits are petty and pointless vandalls who delight in defacing and breaking stuff.
Silt mephits speak Common, Aquan and Terran.

Breathing Adaptation (Ex): Silt mephits can breath dust, Athas' silt and unbreathable gases as easily as air. This makes them immune to gaseous attacks and inhaled poisons.
Breath weapon (Su): 10 ft. cone of swirling silt; 1d6 acid plus 1d6 desiccation; reflex, DC 13. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): Only when in contact with silt or dust.
Spell-like abilities: 1/hour – Corrosive GraspSC, CL 3. 1/day – SandsprayDark Sun 3.5 (DC 15), CL 6.