Mortis said:But as the radiance mephit only has one ability in the entry, we shouldn't need both?
Fine with meShade said:I'd say we go with 6th, since color spray doesn't improve with caster level.
AbsolutelyShade said:Medium magical beast?
Those abilities look fine except for Cha, which I would inrease to 14.Here are a Medium constrictor snake's ability scores:
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
I like that, perhaps we could also say that they are damaged by heal spells and healed by inflict spells? Possibly just half effect each as they are not fully part of the negative energy plane?freyar said:Or should we limit it to turning for 1d3 rounds?
COMBAT: Wraithworms are slow-moving and lethargic, but they don’t rely on speed to catch their prey; they rely on stealth. When they close within striking range, they can attack with blinding speed. A wraithworm’s bite inflicts Id8 points of damage, drains 1d2 levels from the victim, and poisons him with a slow-working but powerful venom that inflicts 3-12 points of damage every hour for the next ld6 hours. During this time the intense, icy cold of the venom at work inflicts a -4 penalty to the victim’s attack rolls, Armor Class, and saving throws. The victim is allowed two saving throws when bitten: the first save, versus spell, negates the level drain if successful; the second, versus poison with a -2 penalty, negates the effects of the wraithworm’s poison.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.