Shade
Monster Junkie
Radiance Mephit
http://www.enworld.org/showthread.php?t=68207
Radiance Mephit
Small Outsider (Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +2
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/-1
Attack: Claw +5 melee (1d3)
Full Attack: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: 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 +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: Dodge, Weapon Finesse
Environment: Elemental Plane of Fire and Positive Energy Plane
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 has a reflective, silvery skin and thin prismatic wings. Its face bears large black eyes and a wide mouth.
Radiance mephits come from the Elemental Plane of Fire and the Positive Energy Plane. They are constantly distracted and forgetful, and are prone to non sequitors.
A radiance mephit is about 4 feet tall and weighs about 1 pound.
Radiance mephits speak Common and Ignan.
COMBAT
Radiance mephits fight by biting and clawing or by using their color spray ability. If not directly attacked, they often lose interest in combat and wander off after some distraction.
Spell-Like Abilities: 1/hour—color spray (DC 13) as the spell cast by a 3rd-level sorcerer. Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A radiance mephit heals only if in contact with areas of strong light (greater than shadowy illumination).
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
Radiance Mephit
Small Outsider (Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +2
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/-1
Attack: Claw +5 melee (1d3)
Full Attack: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: 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 +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: Dodge, Weapon Finesse
Environment: Elemental Plane of Fire and Positive Energy Plane
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 has a reflective, silvery skin and thin prismatic wings. Its face bears large black eyes and a wide mouth.
Radiance mephits come from the Elemental Plane of Fire and the Positive Energy Plane. They are constantly distracted and forgetful, and are prone to non sequitors.
A radiance mephit is about 4 feet tall and weighs about 1 pound.
Radiance mephits speak Common and Ignan.
COMBAT
Radiance mephits fight by biting and clawing or by using their color spray ability. If not directly attacked, they often lose interest in combat and wander off after some distraction.
Spell-Like Abilities: 1/hour—color spray (DC 13) as the spell cast by a 3rd-level sorcerer. Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A radiance mephit heals only if in contact with areas of strong light (greater than shadowy illumination).
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).
Last edited: