Mephits

Product Number: 2602
Year Published:  1994

Converted from 2nd Edition to 3rd Edition D&D
by Joe Stock
Last Updated: 3/13/01

Summary of Conversion: I have been working on for a while, a project to convert the Planescape Monstrous Compendium Appendix to 3e. I am over half done. This is a small sample that contains the six missing mephits. While walking the tightrope between 2nd and 3e, I swayed more towards 2nd with the conversion. This means the Ash Mephit doesn't have the Fast Healing ability, and some lacks claws and/or a breath weapon. Please excuse all spelling errors. You can find the secondary statistics block for Mephits in the MM.


Smoke Mephit
Small Outsider (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. fly 60 ft. (perfect)
AC: 18 (+1 Dex, +1 Size, +6 Natural)
Attacks: 2 Claws +4 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath Weapon, Spell-Like Abilties, Summon Mephit
Special Qualities: Fast Healing 2, Damage Reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative

Smoke Mephits are lazy bums that would rather sit around doing nothing than doing anything useful. They are clouds of smoke that look like a fat and ugly elf. They are about 4 feet tall and weigh about 1 pound.

Combat

Breath Weapon (Su): Cone of smoke, 15 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack roll for 3 rounds.
Spell-Like Abilities: 1/hour- dancing lights as a 3rd level sorcerer. 1/day- invisbility as a 6th level sorcerer.
Fast Healing (Ex): A smoke mephit heals only if exposed to smoke.

Radiant Mephit
Small Outsider (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. fly 60 ft. (perfect)
AC: 18 (+1 Dex, +1 Size, +6 Natural)
Attacks: 2 Claws +4 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath Weapon, Spell-Like Abilties, Summon Mephit
Special Qualities: Fast Healing 2, Damage Reduction 5/+1, Immunities
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13 Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative

Radiant Mephits are flighty characters that can't even remember their name, so caught up with the brillance of light. They have silvery bodies that reflect everything and their wide mouths rarely show expression, except when in crazed giggling. They are about 4 feet tall and weigh about 1 pound.

Combat

Breath Weapon (Su): Cone of bright light, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are blinded for 3 rounds. This is as the condition in the DMG.
Spell-Like Abilities: 1/hour- color spray as a 6th level sorcerer.
Fast Healing (Ex): A radiant mephit heals only if exposed to bright sunshine.

Lightning Mephit
Small Outsider (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +8 (+8 Dex, +4 Improved Initiative)
Speed: 30 ft. fly 90 ft. (average)
AC: 21 (+4 Dex, +1 Size, +6 Natural)
Attacks: None
Damage: None
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-Like Abilties, Summon Mephit
Special Qualities: Fast Healing All, Shock, Damage Reduction 5/+1, Immunities, Weakness
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 19, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +14, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative

Lightning Mephits are hyperactive in all they do, from racing across the sky to talking. Their torso and limbs are jagged lightning bolts with dark storm clouds for it's head, hands, and feet. The head glows with a permaent daylight that only dies when it is killed. They are about 4 feet tall and weigh about 1 pound.

Combat

Spell-Like Abilities: Three times a day a Lightning Mephit can cast a verison of lightning bolt that causes automatically 3d6 of damage to one target in a 80' range.
Fast Healing (Ex): An lightning mephit heals only if in contact with an electrical source, such as a lightning bolt. If in contact, it gets all it's hit points back. Thus a group of lightning mephits can be almost unstopable.
Shock (Ex): Anyone who hits a lightning mephit with a nonmagical weapon must make a Fortitude save (DC 12). Failure means they are shocked for 1d3 of damage.
Immunities: Lightning mephits are immune to fire, heat, and electrical damage.
Weakness: A lightning mephit can be instantly killed if doused with at least a gallon of liquid. It is destroyed in a flash that causes 3 hp of damage to all in 5' radius.

Mineral Mephit
Small Outsider (Earth)
Hit Dice: 3d8+3 (16 hp)
Initiative: -1 (Dex)
Speed: 30 ft. fly 40 ft. (average)
AC: 16 (-1 Dex, +1 Size, +6 Natural)
Attacks: 2 Claws +7 melee
Damage: Claw 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath Weapon, Spell-Like Abilties, Summon Mephit
Special Qualities: Fast Healing 2, Damage Reduction 5/+1, Do Not Breathe
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +9, Listen +6, Move Silently +4, Spot +6
Feats: Power Attack

Mineral Mephits looks almost exactly like earth mephits, except for the glitter that shines from them. They are suspicious, greedy, and self-righteous. They are about 4 feet tall and weigh about 80 pounds.

Combat

Breath Weapon (Su): Cone of glitterdust (as the spell), 10 feet; Will negates DC 12. Living creatures that fail their saves are blinded for three rounds.
Spell-Like Abilities: 1/day- soften earth and stone as a 6th level sorcerer.
Fast Healing (Ex): A mineral mephit heals only if in contact with minerals. Gems and jewerly count, but are consumed. 10 GP of vaule lost per HP restored.

Ash Mephit
Small Outsider (Earth)
Hit Dice: 3d8 (13 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. fly 50 ft. (average)
AC: 19 (+3 Dex, +1 Size, +5 Natural)
Attacks: None
Damage: None
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath Weapon, Spell-Like Abilties, Summon Mephit
Special Qualities: Damage Reduction 5/+1, Do Not Breathe, Immunities
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +13, Listen +6, Move Silently +8, Spot +6
Feats: Improved Initiative

Smoke Mephits are bored, depressed whiners. Their powdery gray skins and wings are just one of the things they complain about. They are about 4 feet tall and weigh about 1 pound.

Combat

Breath Weapon (Su): Cone of choking ash, 10 feet; damage 1d6, Reflex half DC 12. This costs them 1 hp each time they use it.
Spell-Like Abilities: Once per day, an ash mephit can complain about it troubles. This acts as a emotion spell that causes despair. This only works on good and neutral creatures. Evil creatures coulcn't care less.
Immunities: Immune to fire, heat, cold, and poison.


Mist Mephit
Small Outsider (Water)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. fly 50 ft. (average)
AC: 16 (+1 Dex, +1 Size, +4 Natural)
Attacks: 2 Claws +4 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath Weapon, Spell-Like Abilties, Summon Mephit
Special Qualities: Fast Healing 2, Damage Reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative

Mist mephits believe themselves to be spies and thus spy on all other type of mephits, most of all Steam Mephits which they hate with a passion. They are look much like steam mephits do, but are made of sickly-green mist. They are about 4 feet tall and weigh about 2 pounds.

Combat

Breath Weapon (Su): Cone of green mist, 10 feet; damage 1d4+1, Reflex half DC 12. Living creatures that fail their saves are blinded for 3 rounds.
Spell-Like Abilities: 1/hour- wall of fog as a 3rd level sorcerer. 1/day- gaseous form as a 6th level sorcerer.
Fast Healing (Ex): A mist mephit heals only if exposed to mist.