Monster: Ice Mephit
Ice mephit are the cold counterparts of the fire mephits with an additional ability to cast magic missile once per hour. Why and how it fits the ice theme? I have no idea.
Ice Mephit [Monster Manual, page 182]
103 points
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; IQ-1 [-20].
Secondary
Characteristic Modifiers: SM-1.
Advantages: Blunt Claws [3]; Doesn’t Eat or Drink [10]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Regeneration (Fast; Accessibility, Only if the ambient temperature is 32°F or below, -40%) [30]; Temperature Tolerance 4 (Cold) [4].
Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold,
-40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
Breath Weapon: Small Piercing Attack 1d (Costs Fatigue, 1 FP, -5%; Jet, +0%; Magical, -10%; Side Effect, -2 to DX, +70%) [5].
Chill Metal: Affliction 1 (HT; Accessibility, Only on metal objects, -30%; Advantage, Chill Metal, +50%; Costs Fatigue, 3 FP, -15%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [27]. Note: “Chill Metal” is Burning Attack 1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [5].
Disadvantages: Curious (12) [-5]; Skinny [-5]; Vulnerability (Fire, x2) [-30].
Creature Type: Outsider (Air, Water).
Typical Stats
ST:
|
7
|
HP:
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7
|
Speed:
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5.25
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DX:
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11
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Will:
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9
|
Move:
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5 ground, 10 air (cannot hover)
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IQ:
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9
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Per:
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9
|
|
|
HT:
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10
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FP:
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10
|
SM:
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-1
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Dodge:
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8
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Parry:
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9 (unarmed)
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DR:
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20 (vs. cold)
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Blunt Claws (13): thrust 1d-2 crushing (KYOS: 1d-5 crushing), Reach C.
Breath Weapon (13): A 10-yard jet of ice shards erupts from the mephit’s mouth. It 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 small piercing damage, and has a 1/2D range of 5 yards. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of injury or suffer a -2 penalty to DX for (20 – HT) minutes as his skin and eyes numb. This ability costs 1 FP to use.
Chill Metal: By spending 3 FP, an ice mephit can spend 1 FP to use this ability on a metal object, making it very cold to the touch. This ability is resolved as a Quick Contest of the mephit's Will vs. the object's HT, penalized for range normally. It deals 1 point of burning damage per second to everyone touching it. This damage comes from extreme cold, not heat, so it cannot set anything on fire. Targets injured by this ability must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). Useful when used on foe’s plate armor or metal weapon.
Traits:
Curious (12); Doesn’t Eat or Drink; Flight (Cannot Hover; Winged); Immunity to Noxious Cold Effects; Infravision; Regeneration (Fast; Accessibility, Only if the ambient temperature is 32°F or below); Skinny; Temperature Tolerance 4 (Cold); Vulnerability (Fire, x2).
Skills: Brawling-13;
Innate Attack (Breath)-13.
Creature Type: Outsider (Air,
Water).
Glass Mephits?
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