surprise!
this one should be relatively quick and easy.
Fiend Folio Monstrous Compendium
Mephit
Mist
CLIMATE/TERRAIN: Any
FREQUENCY: Common on lower planes; very rare on Prime Material plane
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: N
ALIGNMENT: Variable but always evil
NO. APPEARING: 1 on Prime Material Plane 1-10 on lower planes
ARMOR CLASS: 7
MOVEMENT: 12, Fl 24 (B)
HIT DICE: 3 + 2
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Breath weapon and see below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: (5' tall)
MORALE: Average (8-10)
XP VALUE: 420
Mist Mephit
Mist mephits fancy themselves as spies of the highest caliber, and practice this ability on other mephits. They are quick to report other mephits who show mercy or other treasonous behavior and they never engage in idle banter with other mephits. Mist mephits have the ability to see clearly in fog or mist. Their skin is pale green.
Combat: Mist mephits never engage in melee unless trapped. Their soft claws inflict just one point of damage when they hit. Mist mephits may breathe a sickly-green ball of mist, every other round, up to three times an hour. This ball automatically envelopes one victim within 10' of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer 1- 4 + 1 points of choking damage, and be blinded for 1-4 rounds. In addition to their breath weapon, mist mephits can create a wall of fog once per day, as per a 3rd-level wizard. They can also assume gaseous form once per day, and often use this ability to spy on others or escape combat.
Once per hour, a mist mephit may attempt to gate in 1-2 other mephits, either ice or mist (equal probability). The chance of success is 20%. If two mephits arrive, they are of the same type.
Powerful winds, including a gust of wind spell, will cause a mist mephit to flee in confusion.
Monstrous Manual
Imp, Mephit
Mist
CLIMATE/TERRAIN: Any
FREQUENCY: See below
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: N
ALIGNMENT: Any evil
NO. APPEARING: See below
ARMOR CLASS: 7
MOVEMENT: 12, FL 24 (B)
HIT DICE: 3+2
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (5' tall)
MORALE: Average (8-10)
XP VALUE: 420
Mephits are nasty little messengers created by powerful lower planes creatures. They are evil and malicious by nature and appear on the Prime Material Plane only to perform evil deeds. Six types of mephits are known: fire, ice, lava, mist, smoke, and steam. Each is created from the substance for which it is named.
Mephits appear as thin, 5-foot humanoids with wings. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff from which they were made. Mephits speak a common mephit tongue.
Combat: In battle, mephits attack with either clawed hands or breath weapons. Damage is variable depending on the type of mephit encountered. All mephits have the ability to gate in other mephits; the type gated in and percentage chance for success varies with the mephit initiating the gating (see below for details).
Habitat/Society: Mephits love tormenting helpless creatures and bragging about their latest evil accomplishments. They wear garish, vulgar costumes in bizarre colors and outrageous designs. They give themselves pompous, impossibly long names, such as Garbenaferthal-sprite-slayer-greatest-of-all-the-steam-mephits.
Mephits assume a groveling, craven, yes-master stance around their bosses. Toward victims and each other, mephits drop their humble servant persona and take on the arrogant air of a superior being. A limited camaraderie exists between mephits of the same order. Disputes between different types are often settled by a friendly game of tug-a-demihuman.
Mephits are usually assigned to deliver some message or pick to up packages on the lower planes, but occasionally (5 % ) they are sent to the Prime material plane. Missions on the Prime Material Plane include retrieving a particular person, delivering a special magical item, or just spreading a little mayhem (so folks don't forget the lower planes are still there).
Ecology: Mephits lead brief, troublesome lives. They are quickly created and destroyed, but they have no predetermined life span. They never eat, but must return to the substance from which they were formed to heal damage (usually 1 hit point per turn in contact).
Mist Mephit
Mist mephits fancy themselves as spies par excellence and practice this ability on other mephits. They are quick to report other mephits who show mercy or any other treasonous behavior, and they never engage in idle banter with other mephits. Mist mephits have the ability to see clearly in fog or mist. Their skin is pale green. They never engage in melee unless they are trapped. Their soft claws inflict just 1 point of damage when they hit. Mist mephits may breathe a sickly, green ball of mist, every other round, up to three times an hour. This ball automatically envelopes one victim within 10 feet of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer ld4+1 points of choking damage and be blinded for ld4 rounds. In addition to the breath weapon, mist mephits can create a wall of fog (as the spell) once per day (at a 3rd level ability). They can also assume gaseous form once per day and often use this ability to spy on others or escape combat.
Once per hour a mist mephit may attempt to gate in 1-2 other mephits. The chance of success is 20%. If two mephits arrive, they are of the same type (either ice or mist, equal probability).
Planescape Monstrous Compendium 1
MEPHIT, MIST
CLIMATE/TERRAIN: Any
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: N
ALIGNMENT: Neutral
NO. APPEARING: 1-10
ARMOR CLASS: 7
MOVEMENT: 12, Fl 24 (B)
HIT DICE: 3 + 2
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (5' tall)
MORALE: Average (8-10)
XP VALUE: 420
Both mist and steam mephits originate on the Quasielemental Plane of Steam, the only known plane that has spawned two varieties of mephits. Possibly for this reason, the two varieties have developed an intense rivalry bordering on hatred. They insult one another constantly and fight inconclusive skirmishes.
MIST MEPHIT
Mist mephits fancy themselves as spies of the highest caliber. They are quick to report other mephits who show mercy or other treasonous behavior, and they seldom engage in idle banter with other mephits.
Mist mephits can see clearly in fog or mist. Their skin is pale green.
Combat: Mist mephits never engage in melee unless trapped. Their soft claws inflict 1 hp damage. They can breathe a sickly-green ball of mist every other round, up to three times an hour, that automatically envelopes one victim within 10' (save throw vs. poison or take 1d4+1 points of choking damage, and blinded for 1-4 rounds).
Mist mephits can create a wall of fog once per day, as a 3rd-level wizard. They can also assume gaseous form once per day, and often do so to spy on others or escape combat. Once per hour, a mist mephit can attempt to gate in 1-2 other mephits, either ice or mist. If two arrive, they are the same type.
Powerful winds, including a gust of wind spell, will cause mist mephits to flee in confusion.