D20:Water Mephit Creature
[top]WATER MEPHIT
CR 3 | ||
---|---|---|
HP 19, hd3d8+6 Initiative +0AC 16 (+1 size, +5 natural), touch 11, flat-fooded 16 Fort +4, Ref +3, Will +3 Speed 30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft. Spot , Listen | ||
Standard attacks BAB +3, Grapple +1 | ||
Attacks | ||
Full attack: 2 claws +6 melee (1d3+2) | ||
Special Attacks/Qualities | ||
Breath weapon, spell-like abilities, summon mephit | ||
Damage reduction 5/magic, darkvision 60 ft., fast healing 2 | ||
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 | ||
Str 14 Con 13 Dex 10 Int 6 Wis 11 Cha 15 | ||
Alignment Usually neutral, Environment Elemental Plane of Water, Organisation Solitary (1), gang (2?4 mephits of mixed types), or mob (5?12 mephits of mixed types) |
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.
[top]COMBAT
Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Consitution-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.
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.
System Reference Document -> List of Creatures (SRD)
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.
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.
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 | CR3 | Creature | D20 | D20 Stat Block | Elemental Plane Of Water | Extraplanar Subtype | LA3 | Mephit | Neutral Alignment | Outsider Type | Small Size | SRD | Water Subtype
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 7,366 Views |
, 05-20-2007 at 10:09 AM
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