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Mephit (Water)

Written by Christopher Allen.

Water Mephit
If the jovial little water sprite would just stop with the terrible, terrible puns, then it might be more tolerable as a servant than as an enemy. At the current rate, it's going to kill you by trying to cheer you up.

(Originally posted on RPG.net by Christopher Allen)

2nd Level Spoiler [Elemental]
Initiative: +6
Damp Claws +7 vs AC – 3 damage
C Acidic Breath +6 vs PD (1d2 nearby enemies) – 5 acid damage and 5 ongoing acid damage.
Limited Use: 1/round as a standard action if the Escalation Die is even.
R Briny Cloud +7 vs PD (1d3 nearby or far away enemies) – as long as they are affected by the briny, clinging fog, targets suffer a 20% miss chance on all their attacks (save ends).
Limited Use: 1/battle

Flight: Water mephits fly poorly for a creature of their diminutive size, except for in the vicinity of bodies of water; they swoop and dive over the sea like graceful birds. Graceful, reeking, dripping, endlessly joking birds that just won't shut up.
Resist Acid 16+

Nastier Specials
Liquefy: Whenever the water mephit strikes a staggered enemy with its damp claws, the target also suffers 5 ongoing damage and becomes dazed (save ends both).
R Killing Joke + 7 vs MD (1 nearby enemy) – the target suffers 7 psychic damage; in its next turn, it suffers a -4 penalty on its attack rolls unless it includes the water mephit as a target.

HP: 32
AC: 19
PD: 15
MD: 12

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