Planescape Converting Planescape monsters

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Yeah, that should do it. I swear another critter has a "see in mists" ability...but I'm not finding it.
 

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Should we add this just for completeness (even though it's implied in mephit entry)?

Summon Mephit (Sp): Once per day, a mist mephit can attempt to summon another mist mephit, 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 mist 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.

For ability scores, let's compare some similar mephits:

Air: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15, +3 nat armor
Dust: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15, +3 nat armor
Steam: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15, +4 nat armor
Water: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15, +5 nat armor

I'd recommend Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15, +4 nat armor

Looking at the other mephits, it looks like most (if not all) have the following skills ranks:
Skills: Bluff +6, Escape Artist +6, Hide +6, Diplomacy +0, Disguise +0 (+2 acting), Intimidate +0, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings)

Feats:
Air: Dodge, Improved Initiative
Dust: Dodge, Improved Initiative
Steam: Dodge, Improved Initiative
Water: Power Attack, Toughness

I'd recommend we stick with Dodge and Improved Initiative. Or if you want to branch out, replace Imp Init with Mobility.
 



It looks like all that's left is caster level for gaseous form (5th would make it last for 10 minutes which is a nice round number), breath weapon DC (12), and if everyone is happy with acid damage (works for me).
 






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