Thursday 22 December 2016

Monster: Water Mephit

Monster: Water Mephit

I think the one we're looking for is on the right
I always liked the mephits. They are small impish-looking humanoids from the elemental planes. Let's start with the water mephit. I have always wondered why they need wings, when they live on the Elemental Plane of Water, but whatever. The template is cheap enough to be used for characters.

 

Water Mephit [Monster Manual, page 185]

 
90 points
Attribute Modifiers: ST-3 [-30]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM-1.
Advantages: Amphibious [10]; Blunt Claws [3]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Injury Tolerance (Homogenous, No Blood) [45]; Nictitating Membrane 2 [2]; Pressure Support 3 [15]; Regeneration (Fast; Accessibility, Only when submerged in water, -30%) [35]; Speak Underwater [5]; Universal Digestion (Liquids Only, -60%) [2].
    Elemental Resistance (A,F): DR 5 (Includes Eyes, +10%; Limited, Acid, Fire, -35%; Tough Skin, -40%) [9].
    Alternative Abilities [35]:
    Spit Acid: Corrosion Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [9/5=2].
    Stinking Cloud [33]: Affliction 1 (HT; Area Effect, 2 yards, +50%; Costs Fatigue, 3 FP, -15%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%) [24] + Obscure Vision 3 (Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/10, -30%) [9].
Disadvantages: Curious (12) [-5]; Skinny [-5]; Vulnerability (Cold, x2) [-30]; Vulnerability (Dehydration, x2) [-20].
Perks: Scales [1].
Quirks: Playful [-1].
Creature Type: Outsider (Water).
 
Typical Stats

ST:

7

HP:

7

Speed:

5

DX:

10

Will:

9

Move:

5 ground, 10 air (cannot hover), 5 water

IQ:

9

Per:

9

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

8 (unarmed)

DR:

5 (vs. acid and fire)

    Blunt Claws (10): thrust 1d-2 crushing (KYOS: 1d-5 crushing), Reach C.
    Alternative Abilities:
    Spit Acid (10): A 10-yard jet of acid erupts from the mephit’s mouth. He uses Innate Attack (Breath) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does 1d corrosion damage. This ability costs 1 FP to use.
    Stinking Cloud (10): By spending 3 FP, a water mephit may fill a two-yard-radius area with bad smelling smoke. This gives -3 to all vision rolls made through it. To place the cloud at a distance (maximum range is 10 yards), it uses Innate Attack (Breath), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
Additionally, every creature that inhales the cloud, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.
 
    Traits: Amphibious; Curious (12); Doesn’t Breathe (Gills); Doesn’t Eat or Drink (Food Only); Flight (Cannot Hover; Winged); Injury Tolerance (Homogenous, No Blood); Nictitating Membrane 2; Playful; Pressure Support 3; Regeneration (Fast; Accessibility, Only when submerged in water); Scales; Speak Underwater; Universal Digestion (Liquids Only); Vulnerability (Cold, x2); Vulnerablility (Dehydration, x2).
    Skills: Brawling-10; Innate Attack (Breath)-10.
    Creature Type: Outsider (Water).


3 comments:

  1. No Summon Mephit ability? I suppose that would be expensive!

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  2. Also I'm interested in the Unhealing choice. It looks that the original Mephit has Fast Healing WHEN submerged in water.

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    Replies
    1. To be honest, I do not remember the reasoning behind my choice - this is a monster from my old notes. But I see your point, I added Regeneration (Fast). Now mephits can heal quickly when submerged, but do not heal at all outside of water.
      Summon Mephit ability would not be very expensive. I'm just not a big fan of it.

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