the Jester
Legend
Revised substantially, with several new varieties (including the swarm of mephits) here.
MEPHITS
Mephits are small winged figures from the Elemental Chaos. Smaller than a halfling or gnome, mephits are often composed largely of one substance or another, though some are a strange mixture of materials. They tend to be short-lived, and some say that the Elemental Chaos actually generates mephits spontaneously.
STEAM MEPHIT--- Level 2 Artillery
Small elemental humanoid (fire, water)--- XP 125
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Initiative +4; Senses Perception +0
HP 29; Bloodied 14
AC 14; Fortitude 12; Reflex 16; Will 11
Resist fire 10
Speed 4, fly 6
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[Melee basic] Claw (standard; at will) Fire: +7 vs. AC; 1d6-2 damage plus 1d6 fire damage.
[Ranged] Scalding Splash (standard; at will) Fire, Water: Range 5; +7 vs. Reflex; 1d10+3 fire damage (from scalding water).
Steam Cloud (minor; recharges when first bloodied) Water: The steam mephit gives off a mass of steam that obscures vision. Close burst 2; creates a zone within which all creatures gain concealment.
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Alignment evil; Languages Primordial
Str 6; Dex 17; Wis 9
Con 11; Int 10; Cha 9
MUD MEPHIT--- Level 2 Brute
Small elemental humanoid (earth, water)--- XP 125
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Initiative +1; Senses Perception +0
HP 48; Bloodied 24
AC 14; Fortitude 16; Reflex 12; Will 11
Speed 4
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[Melee basic] Mud Strike (standard; at will): +5 vs. AC; 2d6+3 damage, plus target is slowed (save ends).
[Melee] Stifling Strike (standard; encounter): +5 vs. AC; 3d8+3 damage, plus target is immobilized (first save: target is slowed; second save ends).
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Alignment evil; Languages Primordial
Str 14; Dex 11; Wis 9
Con 18; Int 7; Cha 9
SALT MEPHIT--- Level 2 Controller
Small elemental humanoid (earth, water)--- XP 125
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Initiative +1; Senses Perception +0
HP 38; Bloodied 19
AC 16; Fortitude 14; Reflex 14; Will 14
Speed 4
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[Melee basic] Salty Claw (standard; at will): +7 vs. AC; 1d6+3 damage (1d6+8 if target is bloodied).
[Area] Salt Detonation (standard; recharge 5 6): Burst 3 within 9; +4 vs. Fortitude; Hit: 1d10+3 damage (2d10+3 against a bloodied opponent). Effect: Creates a zone of difficult terrain that lasts until cleared away.
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Alignment evil; Languages Primordial
Str 14; Dex 11; Wis 9
Con 14; Int 13; Cha 13
MEPHITS
Mephits are small winged figures from the Elemental Chaos. Smaller than a halfling or gnome, mephits are often composed largely of one substance or another, though some are a strange mixture of materials. They tend to be short-lived, and some say that the Elemental Chaos actually generates mephits spontaneously.
STEAM MEPHIT--- Level 2 Artillery
Small elemental humanoid (fire, water)--- XP 125
---
Initiative +4; Senses Perception +0
HP 29; Bloodied 14
AC 14; Fortitude 12; Reflex 16; Will 11
Resist fire 10
Speed 4, fly 6
---
[Melee basic] Claw (standard; at will) Fire: +7 vs. AC; 1d6-2 damage plus 1d6 fire damage.
[Ranged] Scalding Splash (standard; at will) Fire, Water: Range 5; +7 vs. Reflex; 1d10+3 fire damage (from scalding water).
Steam Cloud (minor; recharges when first bloodied) Water: The steam mephit gives off a mass of steam that obscures vision. Close burst 2; creates a zone within which all creatures gain concealment.
---
Alignment evil; Languages Primordial
Str 6; Dex 17; Wis 9
Con 11; Int 10; Cha 9
MUD MEPHIT--- Level 2 Brute
Small elemental humanoid (earth, water)--- XP 125
---
Initiative +1; Senses Perception +0
HP 48; Bloodied 24
AC 14; Fortitude 16; Reflex 12; Will 11
Speed 4
---
[Melee basic] Mud Strike (standard; at will): +5 vs. AC; 2d6+3 damage, plus target is slowed (save ends).
[Melee] Stifling Strike (standard; encounter): +5 vs. AC; 3d8+3 damage, plus target is immobilized (first save: target is slowed; second save ends).
---
Alignment evil; Languages Primordial
Str 14; Dex 11; Wis 9
Con 18; Int 7; Cha 9
SALT MEPHIT--- Level 2 Controller
Small elemental humanoid (earth, water)--- XP 125
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Initiative +1; Senses Perception +0
HP 38; Bloodied 19
AC 16; Fortitude 14; Reflex 14; Will 14
Speed 4
---
[Melee basic] Salty Claw (standard; at will): +7 vs. AC; 1d6+3 damage (1d6+8 if target is bloodied).
[Area] Salt Detonation (standard; recharge 5 6): Burst 3 within 9; +4 vs. Fortitude; Hit: 1d10+3 damage (2d10+3 against a bloodied opponent). Effect: Creates a zone of difficult terrain that lasts until cleared away.
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Alignment evil; Languages Primordial
Str 14; Dex 11; Wis 9
Con 14; Int 13; Cha 13
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