Monster: Water Mephit
I think the one we're looking for is on the right |
Water Mephit [Monster Manual, page 185]
105 points
Attribute Modifiers: ST-3 [-30]; IQ-1 [-20].
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).
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.
No Summon Mephit ability? I suppose that would be expensive!
ReplyDeleteAlso I'm interested in the Unhealing choice. It looks that the original Mephit has Fast Healing WHEN submerged in water.
ReplyDeleteTo 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.
DeleteSummon Mephit ability would not be very expensive. I'm just not a big fan of it.