D20:Mephit Creature
[top]MEPHIT
Mephits are minor creatures from the elemental planes.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
[top]COMBAT
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
A mephit?s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
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): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.
A mephit?s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
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): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.
[top]List of Mephits
- Air Mephit
- Dust Mephit
- Earth Mephit
- Fire Mephit
- Ice Mephit
- Magma Mephit
- Ooze Mephit
- Salt Mephit
- Steam Mephit
- Water Mephit
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Cohort | Creature | D20 | Extraplanar Subtype | LA3 | Mephit | Neutral Alignment | Outsider Type | Small Size | SRD
Created by Last edited by , 10-23-2011 at 12:03 PM 0 Comments, 5,747 Views |
, 05-20-2007 at 11:05 AM
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