Shade
Monster Junkie
Smoke Mephit
http://www.enworld.org/showthread.php?t=68207
Smoke Mephit
Small Outsider (Air, Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Claw +6 melee (1d3)
Full Attack: 2 claws +6 melee (1d3)
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
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +2, Disguise +2 (+4 acting), Intimidate +2, Listen +8, Move Silently +8, Spot +8, Use Rope +2 (+4 with bindings)
Feats: Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Air and Elemental Plane of Fire
Organization: Solitary, gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)
This winged creature looks like a sooty, miniature gargoyle.
Smoke mephits come from the Elemental Planes of Air and Fire. They are crude and lazy, and make poor servants. They are fond of bad jokes.
A smoke mephit is about 4 feet tall and weighs about 1 pound.
Smoke mephits speak Common and Ignan.
COMBAT
Smoke mephits fight by biting and clawing or by using their breath weapon.
Breath Weapon (Su): 10-foot cone of soot, damage 1d4, Reflex DC 11 half, once every 1d4 rounds. Living creatures that fail their saves are blinded for 1d2 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): A smoke mephit heals only if in contact with smoke.
Spell-Like Abilities: 1/day--dancing lights (DC 12), invisibility. Caster level 6th.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Originally found in Planescape Monstrous Compendium One (1994).
http://www.enworld.org/showthread.php?t=68207
Smoke Mephit
Small Outsider (Air, Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Claw +6 melee (1d3)
Full Attack: 2 claws +6 melee (1d3)
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
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +2, Disguise +2 (+4 acting), Intimidate +2, Listen +8, Move Silently +8, Spot +8, Use Rope +2 (+4 with bindings)
Feats: Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Air and Elemental Plane of Fire
Organization: Solitary, gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)
This winged creature looks like a sooty, miniature gargoyle.
Smoke mephits come from the Elemental Planes of Air and Fire. They are crude and lazy, and make poor servants. They are fond of bad jokes.
A smoke mephit is about 4 feet tall and weighs about 1 pound.
Smoke mephits speak Common and Ignan.
COMBAT
Smoke mephits fight by biting and clawing or by using their breath weapon.
Breath Weapon (Su): 10-foot cone of soot, damage 1d4, Reflex DC 11 half, once every 1d4 rounds. Living creatures that fail their saves are blinded for 1d2 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): A smoke mephit heals only if in contact with smoke.
Spell-Like Abilities: 1/day--dancing lights (DC 12), invisibility. Caster level 6th.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Originally found in Planescape Monstrous Compendium One (1994).
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