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Mastrick's Mephit, Air
STR 10 DEX 17 CON 10 INT 6 WIS 11 CHA 15
Fort + 5 Ref + 6 Will + 9 HP 25 Spd 30 Init + 7
AC - Base 22 AC - Flat 19 AC - Touch 14
2 Claw +6 Damage 1d3 Critical 20/x2
Features: Empathic Link, Share Spells, Improved Evasion, Alertness
Special: Breath Weapon (Su) , Summon Mephit (Sp) , Spell-like Abilities Blur 4 24 Gust of Wind 6 1 , Damage Reduction (Su): 5/Magic, Darkvision (Ex): 60 ft., Fast Healing (Ex): 2, No Dual Nature (Ex)
Feats: Dodge, Improved Initiative, Simple Weapon Proficiency
Skills: Sense Motive + 10, Bluff + 18, Escape Artist + 9, Diplomacy + 14, Spot + 6, Hide + 13, Listen + 6, Intimidate + 14, Craft (__________) + 3, Move Silently + 9, Concentration + 14

 

Monster Manual Information:
Mephit, Air
:CR3;Small Outsider (Air); HD 3d8 (Outsider); hp13; Init +7; Spd 30, Fly, Perfect 60; AC:17 (Flatfooted:14 Touch:14); Atk +4 base melee, +7 base ranged; +4 (1d3,2 Claw); SA: Breath Weapon (Su) , Summon Mephit (Sp) , Spell-like Abilities Blur 4 24 Gust of Wind 6 1 ; SQ: Damage Reduction (Su): 5/Magic, Darkvision (Ex): 60 ft., Fast Healing (Ex): 2, No Dual Nature (Ex); ALN; SV Fort +3, Ref +6, Will +3; STR 10, DEX 17, CON 10, INT 12, WIS 11, CHA 15.
Skills: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Move Silently +9, Spot +6.
Feats: Dodge, Improved Initiative, Simple Weapon Proficiency.
Description: Mephits are minor elemental creatures drawn from the basic components of creation. They are more curious than evil, although their natures vary with the essence of what birthed them.
       All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental nature is apparent at first glance.

Air mephits look like cloud-white humans with whirlwinds instead of legs. They are about 4 feet tall and weigh about 1 pound.

Combat: All mephits fight by biting and clawing or by using a dangerous breath weapon, the nature and effects of which vary from creature to creature.

Special Attacks: Breath Weapon (Su): Cone of dust and grit, 15 feet; damage 1d8, Reflex half DC 12. A mephit can use its breath weapon once every 1d4 rounds as a standard action.
       Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell cast by a 6th-level sorcerer.
       Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.


Special Qualities: Fast Healing (Ex): Mephits heal 2 points of damage each round. An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

Society: Groups of similar mephits (for example, water, ooze, and ice) sometimes congregate in any locale they all find comfortable.



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