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]

 
105 points
Attribute Modifiers: ST-3 [-30]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM-1; Per+1 [5]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%) [10]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Double-Jointed [15]; Enhanced Move 1 (Water) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Regeneration (Fast; Accessibility, Only when submerged in water, -30%) [35]; Speak Underwater [5]; Unaging [15]; Universal Digestion (Liquids Only, -60%) [2].
                Breath Weapon: Crushing Attack 2d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Magical, -10%; No Blunt Trauma, 20%; No Wounding, Except against diffuse targets, 25%; Reduced Range, 1/10, -30%) [15].
    Elemental Resistance (A,F): DR 5 (Includes Eyes, +10%; Limited, Acid, Fire, -35%; Tough Skin, -40%) [9].
Disadvantages: Curious (12) [-5]; Odious Racial Habit (Vulgar and annoying behavior) [-10]; Skinny [-5]; Vulnerability (Cold, x2) [-30]; Vulnerability (Dehydration, x2) [-20].
Perks: Scales [1].
Quirks: Playful [-1].
Creature Type: Outsider (Mephit, Water).
 

Typical Stats

ST:

7

HP:

7

Speed:

5

DX:

10

Will:

9

Move:

4 ground, 10 air (cannot hover), 4/8 water

IQ:

9

Per:

10

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

8 (unarmed)

DR:

5 (vs. acid and fire)

Punch (12): thrust 1d-3 crushing (KYOS: 1d-5 crushing), Reach C.
Breath Weapon (12): A water mephit may spend 1 FP to spew forth a blast of water. This blast does 2d crushing damage, doubled, for the purposes of knockback only, and has a 1/2D range of 5 yards. It deals no injury, but deals knockback and blunt trauma. It can also snuff out flames. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full crushing damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The mephit targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
 
                Traits: Amphibious; Curious (12); Doesn’t Breathe (Gills); Doesn’t Eat or Drink (Food Only); Double-Jointed; Flight (Cannot Hover; Winged); Injury Tolerance (Homogenous, No Blood); Odious Racial Habit (Vulgar and annoying behavior); 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: Aerobatics-12; Aquabatics-12; Brawling-12; Innate Attack (Breath)-12.
Creature Type: Outsider (Mephit, 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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