Thunder Mephit (3.5e Creature)
Thunder Mephit
Size/Type: | Small Outsider (Electricity, Extraplanar) |
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Hit Dice: | 3d8 (13 hp) |
Initiative: | +6 |
Speed: | 30 ft. (6 squares), fly 50 ft. (perfect) |
Armor Class: | 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 |
Base Attack/Grapple: | +3/-1 |
Attack: | Claw +4 melee (1d3 plus 1d4 electricity) |
Full Attack: | 2 claws +4 melee (1d3 plus 1d4 electricity) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Breath weapon, spell-like abilities, summon mephit |
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., immunity to electricity, fast healing 2 |
Saves: | Fort +3, Ref +5, Will +3 |
Abilities: | Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15 |
Skills: | Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings) |
Feats: | Dodge, Improved Initiative |
Environment: | Elemental Plane of Thunder |
Organization: | Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types) |
Challenge Rating: | 3 |
Treasure: | Standard |
Alignment: | Usually neutral |
Advancement: | 4-6 HD (Small); 7-9 HD (Medium) |
Level Adjustment: | +3 (cohort) |
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Thunder mephits come from the Elemental Plane of Thunder. A thunder mephit is about 4 feet tall and weighs about 1 pound.
Thunder mephits speak Common and Joltan.
Combat
Breath Weapon (Su): 30-foot line of electricity, damage 1d8 electricity, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/hour-Lightning Ray (DC 14, caster level 3rd); 1/day-lightning bolt (DC 14, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): An electricity mephit heals only if it is struck by an electricity effect or spell, or is touching something that is electric.
Back to Main Page → 3.5e Homebrew → Creatures → CR 3
gollark: Anyway, each piece can move some total distance in a line each turn defined by what piece it is, and if there is a piece which can block it near the path it'd take, it uses more of that distance quota to move on that path.
gollark: No, it's still turnbased.
gollark: Yes, but in continuous chess it can't, I'll explain.
gollark: If your path goes near a piece, it goes "slower" there.
gollark: Okay, that can be implemented.
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