Difference between revisions of "SRD:Water Mephit"

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=WATER MEPHIT=
 
=WATER MEPHIT=
  
{{Creature Table
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{{3.5e Monster Classic
| creature=
+
|creature=
| style=
+
|style=
| size=Small | type=[[SRD:Outsider Type|Outsider]] ([[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Water Subtype|Water]])
+
|size=Small |type=Outsider |subtypes=Extraplanar, Water
| hd=3d8+6  | hp=19  
+
|hd=3d8+6  |hp=19  
| init=+0
+
|init=+0
| speed=30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft.
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|speed=30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft.
| ac=16 (+1 size, +5 natural) | touch=11  | flat=16  
+
|ac=16 (+1 size, +5 natural) |touch=11  |flat=16  
| bab=+3 | grapple=+1
+
|bab=+3 |grapple=+1
| at=Claw +6 melee (1d3+2)
+
|at=Claw +6 melee (1d3+2)
| full_at=2 claws +6 melee (1d3+2)
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|full_at=2 claws +6 melee (1d3+2)
| space=5 ft. | reach=5 ft.
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|space=5 ft. |reach=5 ft.
| sa=[[SRD:Breath Weapon|Breath weapon]], [[SRD:Spell-Like Ability|spell-like abilities]], ''summon mephit''
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|sa=[[SRD:Breath Weapon|Breath weapon]], [[SRD:Spell-Like Ability|spell-like abilities]], ''summon mephit''
| sq=[[SRD:Damage Reduction|Damage reduction]] 5/magic, [[SRD:Darkvision|darkvision]] 60 ft., [[SRD:Fast Healing|fast healing]] 2
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|sq=[[SRD:Damage Reduction|Damage reduction]] 5/magic, [[SRD:Darkvision|darkvision]] 60 ft., [[SRD:Fast Healing|fast healing]] 2
| fort=+4 | ref=+3 | will=+3
+
|fort=+4 |ref=+3 |will=+3
| | str=14| dex=10| con=13| int=6| wis=11| cha=15
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||str=14|dex=10|con=13|int=6|wis=11|cha=15
| skills=[[SRD:Bluff Skill|Bluff]] +8, [[SRD:Escape Artist Skill|Escape Artist]] +6, [[SRD:Hide Skill|Hide]] +10, [[SRD:Listen Skill|Listen]] +6, [[SRD:Diplomacy Skill|Diplomacy]] +4, [[SRD:Disguise Skill|Disguise]] +2 (+4 acting), [[SRD:Move Silently Skill|Move Silently]] +6, [[SRD:Spot Skill|Spot]] +6, [[SRD:Swim Skill|Swim]] +10, [[SRD:Use Rope Skill|Use Rope]] +0 (+2 with [[SRD:Binding|binding]]s)
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|skills=[[SRD:Bluff Skill|Bluff]] +8, [[SRD:Escape Artist Skill|Escape Artist]] +6, [[SRD:Hide Skill|Hide]] +10, [[SRD:Listen Skill|Listen]] +6, [[SRD:Diplomacy Skill|Diplomacy]] +4, [[SRD:Disguise Skill|Disguise]] +2 (+4 acting), [[SRD:Move Silently Skill|Move Silently]] +6, [[SRD:Spot Skill|Spot]] +6, [[SRD:Swim Skill|Swim]] +10, [[SRD:Use Rope Skill|Use Rope]] +0 (+2 with [[SRD:Binding|binding]]s)
| feats=[[SRD:Power Attack|Power Attack]], [[SRD:Toughness|Toughness]]
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|feats=[[SRD:Power Attack|Power Attack]], [[SRD:Toughness|Toughness]]
| env=[[SRD:Elemental Plane of Water|Elemental Plane of Water]]
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|env=[[SRD:Elemental Plane of Water|Elemental Plane of Water]]
| org=Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
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|org=Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
| cr=3
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|cr=3
| treas=Standard
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|treas=Standard
| align=[[SRD:Neutral|Usually neutral]]
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|align=[[SRD:Neutral|Usually neutral]]
| adv=4–6 [[SRD:Hit Dice|HD]] (Small); 7–9 [[SRD:Hit Dice|HD]] (Medium)
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|adv=4–6 [[SRD:Hit Dice|HD]] (Small); 7–9 [[SRD:Hit Dice|HD]] (Medium)
| la=+3 (cohort)
+
|la=+3 (cohort)
 
}}
 
}}
 
Water mephits come from the [[SRD:Elemental Plane of Water|Elemental Plane of Water]].
 
Water mephits come from the [[SRD:Elemental Plane of Water|Elemental Plane of Water]].
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Water mephits speak Common and Aquan.
 
Water mephits speak Common and Aquan.
===COMBAT===
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===Combat===
 
'''[[SRD:Breath Weapon|Breath Weapon]] ([[SRD:Su|Su]]):''' 15-foot cone of caustic liquid, damage 1d8 acid, [[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 13 half. The save [[SRD:DC|DC]] is [[SRD:Constitution|Constitution]]-based and includes a +1 racial bonus.
 
'''[[SRD:Breath Weapon|Breath Weapon]] ([[SRD:Su|Su]]):''' 15-foot cone of caustic liquid, damage 1d8 acid, [[SRD:Saving Throw|Reflex]] [[SRD:DC|DC]] 13 half. The save [[SRD:DC|DC]] is [[SRD:Constitution|Constitution]]-based and includes a +1 racial bonus.
  
 
'''[[SRD:Spell-Like Ability|Spell-Like Abilities]]:''' Once per hour a water mephit can hurl an acidic blob that functions like ''[[SRD:Acid Arrow|acid arrow]]'' ([[SRD:Caster Level|caster level]] 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a ''[[SRD:Stinking Cloud|stinking cloud]]'' spell ([[SRD:DC|DC]] 15, [[SRD:Caster Level|caster level]] 6th). The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.
 
'''[[SRD:Spell-Like Ability|Spell-Like Abilities]]:''' Once per hour a water mephit can hurl an acidic blob that functions like ''[[SRD:Acid Arrow|acid arrow]]'' ([[SRD:Caster Level|caster level]] 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a ''[[SRD:Stinking Cloud|stinking cloud]]'' spell ([[SRD:DC|DC]] 15, [[SRD:Caster Level|caster level]] 6th). The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.
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'''{{Anchor|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 water mephit heals only if it is exposed to rain or submerged up to its waist in water.
 
'''[[SRD:Fast Healing (Special Ability)|Fast Healing]] ([[SRD:Ex|Ex]]):''' A water mephit heals only if it is exposed to rain or submerged up to its waist in water.
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It can use the run action while swimming, provided it swims in a straight line.
 
It can use the run action while swimming, provided it swims in a straight line.
  
{{SRD Creature Footer}}
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[[Category:CR3|{{BASEPAGENAME}}]]
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----
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{{SRD Creature Breadcrumb}}
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{{OGL Bottom|part of the Revised (v.3.5) System Reference Document|SRD}}
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[[Category:SRD]]
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[[Category:OGL]]
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[[Category:Monster]]  
 
[[Category:Elemental Plane of Water|{{BASEPAGENAME}}]]
 
[[Category:Elemental Plane of Water|{{BASEPAGENAME}}]]
[[Category:Extraplanar Subtype|{{BASEPAGENAME}}]]
 
[[Category:Neutral (Law-Chaos) Alignment|{{BASEPAGENAME}}]]
 
[[Category:Neutral (Good-Evil) Alignment|{{BASEPAGENAME}}]]
 
[[Category:Outsider Type|{{BASEPAGENAME}}]]
 
[[Category:Small Size|{{BASEPAGENAME}}]]
 
[[Category:Water Subtype|{{BASEPAGENAME}}]]
 
[[Category:LA3|{{BASEPAGENAME}}]]
 
 
[[Category:Cohort|{{BASEPAGENAME}}]]
 
[[Category:Cohort|{{BASEPAGENAME}}]]
 
[[Category:Mephit|{{BASEPAGENAME}}]]
 
[[Category:Mephit|{{BASEPAGENAME}}]]

Latest revision as of 18:10, 3 March 2014

This material is published under the OGL

WATER MEPHIT[edit]

Size/Type: Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+1
Attack: Claw +6 melee (1d3+2)
Full Attack: 2 claws +6 melee (1d3+2)
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 +3, Will +3
Abilities: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Environment: Elemental Plane of Water
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)

Water mephits come from the Elemental Plane of Water.

Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.

Water mephits speak Common and Aquan.

Combat[edit]

Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is 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 water mephit heals only if it is exposed to rain or submerged up to its waist in water.

Skills: A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

It can use the run action while swimming, provided it swims in a straight line.



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