Difference between revisions of "SRD:Salt Mephit"
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Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 14 half; [[SRD:Caster Level|caster level]] 6th). This effect is especially devastating to [[SRD:Plant Type|plant]] creatures and aquatic creatures, which take a –2 penalty on their [[SRD:Saving Throw|saving throws]]. This ability is the equivalent of a 2nd-level spell. The save [[SRD:DC|DCs]] are [[SRD:Charisma|Charisma]]-based. | Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage ([[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 14 half; [[SRD:Caster Level|caster level]] 6th). This effect is especially devastating to [[SRD:Plant Type|plant]] creatures and aquatic creatures, which take a –2 penalty on their [[SRD:Saving Throw|saving throws]]. This ability is the equivalent of a 2nd-level spell. The save [[SRD:DC|DCs]] are [[SRD:Charisma|Charisma]]-based. | ||
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+ | '''Summon Mephit ([[Sp]]):''' Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A 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. | ||
'''[[SRD:Fast Healing (Special Ability)|Fast Healing]] ([[SRD:Ex|Ex]]):''' A salt mephit heals only if in an arid environment. | '''[[SRD:Fast Healing (Special Ability)|Fast Healing]] ([[SRD:Ex|Ex]]):''' A salt mephit heals only if in an arid environment. |
Revision as of 21:06, 27 June 2012
This material is published under the OGL |
SALT MEPHIT
Size/Type: | Small Outsider (Earth, Extraplanar) |
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Hit Dice: | 3d8+6 (19 hp) |
Initiative: | –1 |
Speed: | 30 ft. (6 squares), fly 40 ft. (average) |
Armor Class: | 16 (+1 size, –1 Dex, +6 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: | +3/+2 |
Attack: | Claw +7 melee (1d3+3) |
Full Attack: | 2 claws +7 melee (1d3+3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Breath weapon, spell-like abilities, summon mephit |
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: | Fort +4, Ref +2, Will +3 |
Abilities: | Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15 |
Skills: | Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope –1 (+1 with bindings) |
Feats: | Power Attack, Toughness |
Environment: | Elemental Plane of Earth |
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge Rating: | 3 |
Treasure: | Standard |
Alignment: | Usually neutral |
Advancement: | 4–6 HD (Small); 7–9 HD (Medium) |
Level Adjustment: | +3 (cohort) |
Salt mephits come from the Elemental Plane of Earth.
Salt mephits are sarcastic creatures who loathe water and moisture of any kind. Each one is about 4 feet tall and weighs about 80 pounds.
Salt mephits speak Common and Terran.
Combat
Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd).
Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A 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.
Fast Healing (Ex): A salt mephit heals only if in an arid environment.
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Alignment | Usually neutral + |
Challenge Rating | 3 + |
Environment | Elemental Plane of Earth + |
Level Adjustment | +3 (cohort) + |
Size | Small + |
Subtype | Earth + and Extraplanar + |
Title | Salt Mephit + |
Type | Outsider + |