3e SRD:Mephit, Dust

This material is published under the OGL

Dust Mephit

Size/Type: Small Outsider (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +7 (+3 Dex, Improved Initiative)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)


Combat

Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Cone of irritating particles, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

Once per hour a dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as cast by a 6th-level sorcerer.

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

A dust mephit heals only if in an arid, dusty environment.



Back to Main Page 3e Open Game Content System Reference Document Creatures

This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (place problems on the discussion page).
This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.




gollark: You don't need to use crafting. Turtles can (un)equip at runtime from their inventory.
gollark: GTech™ has refined this capability over several years. Although not very much.
gollark: Flight is done by using the entity sensor to sense your current look direction and whatever, and then kinetic-augmentally boosting you in that direction.
gollark: It probably has a kinetic augment, if you use it for flight.
gollark: Do you have a neural interface?
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.