Wednesday, 8 May 2019

Monster: Ice Mephit

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]

101 points
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM-1.
Advantages: Blunt Claws [3]; 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 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; Side Effect, -2 to DX, +70%) [5].
                Magic Missile: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, x1/5, -20%; Takes Recharge, 1 hour, -30%) [4].
Chill Metal: Affliction 1 (HT; Accessibility, Only on metal objects, -30%; Advantage, Chill Metal, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Limited Use, 1/day, -40%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [21]. Notes: Chill Metal is Burning Attack 1 (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%) [2].
Disadvantages: Vulnerability (Fire, x2) [-30].
Creature Type: Outsider (Air, Water).

Typical Stats
ST:
7
HP:
7
Speed:
5.25
DX:
11
Will:
9
Move:
5 ground, 10 air (cannot hover)
IQ:
9
Per:
9


HT:
10
FP:
10
SM:
-1
Dodge:
8
Parry:
N/A
DR:
0, 20 (vs. cold)
Blunt Claws (13): 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. 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 small piercing damage. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of penetrating damage or suffer a -2 penalty to DX for (20 – HT) minutes as his skin and eyes numb. This ability costs 1 FP to use.
Magic Missile: Once per hour, an ice mephit can spend 1 FP to send a force missile that flies towards any target within 20 yards of him. A successful hit does 1d-1 crushing damage. The missile can strike even insubstantial targets. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” the mephit must Aim at the target and make an unmodified Innate Annatck (Projectile) roll. Do not roll against the skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if the mephit made his skill roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412).
Chill Metal: Once per day, 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. 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. Useful when used on foe’s plate armor or metal weapon.

                Traits: Flight (Cannot Hover; Winged); Immunity to Noxious Cold Effects; Infravision; Regeneration (Fast; Accessibility, Only if the ambient temperature is 32°F or below); Temperature Tolerance 4 (Hot); Vulnerability (Fire, x2).
Skills: Brawling-13; Innate Attack (Breath)-13; Innate Attack (Projectile)-13.
Creature Type: Outsider (Air, Water).

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