Some Monsters
Posted: Thu Apr 27, 2023 8:15 am
While I'm away doing dog-sitting for family... (the Mephits here are largely based on old AD&D entries)
Ash Mephit
Small Outsider [Cold, Extraplanar, Fire]
Hit Dice: 3d8 (13 HP)
Initiative: +3
Speed: 30' (6 squares), Fly 50' (Perfect)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +3/-1
Attack: Claw +7 (1d3)
Full Attack: 2 Claws +7 (1d3)
Space/Reach: 5'/5'
Special Attacks: Breath Weapon, Spell-Like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/Magic, Darkvision 60', Fast Healing 2, Water Weakness, Poison Immunity
Saving Throws: Fort +3 Ref +6 Will +3
Abilities: Str 10 Dex 17 Con 10 Int 6 Will 11 Cha 15
Skills: Bluff +8, Concentration +6, Hide +13, Move Silently +9, Sleight of Hand +9, Spot +6
Feats: Dodge, Weapon Finesse
Environment: Para-Elemental Plane of Ash, Elemental Plane of Fire
Organisation: 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: +0
Leaving stains of ash and soot everywhere they go, Ash mephits are typically depressed, gloomy, and constantly talking about their sorrows, boredom and frustrations. That said, some are also mischievous little pricks who just like making everything messy and dirty, and others are more like goths - delighting in situations that look gloomy and miserable to outsiders, but actually cheerful.
Water Weakness (Ex): water is extremely harmfull to Ash Mephits - they treat any kind of water the same way most creatures treat Acid. This does not apply to lava (to which they are Immune because of the [Fire] Subtype) or mud. They are also unable to hold their breath underwater, and begin drowning immediately.
Breath Weapon (Su): 10' Cone of choking ash and soot, causing creatures in the area to be Nauseated for one round on a failed Fortitude Save, DC 12. The Save DC is Constitution-based and includes a +1 Racial bonus.
Fast Healing (Ex): when touching ash and the remnants of burned things.
Spell-Like Abilities (Sp): 1/hour - Mudball; 1/day - Lamentable Belaborment (see below - also an adaptation of an old AD&D spell)
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Leomund's Lamentable Belaborment
School: Enchantment [Compulsion, Language-Dependent, Mind-Affecting]
Level: Bard 1, Sorcerer/Wizard 2
Casting Time: 1 standard action
Components: V, S
Range: Close
Area: 10' radius Spread
Duration: one round per level; see text
Saving Throw: Will negates
Spell Resistance: yes
This spell is designed to infuriate those who hear it, as well as those who have to convert it into an easy-to-parse sensible 3Ed spell. It inevitably draws people in to debate and argue for a long time.
The caster must begin by speaking about a subject, preventing this from being cast Silently. Those in the area are entitled to a Will Save to be completely unaffected. Those who fail the save are then drawn into deep conversation on the topic, compelled to give their complete opinion and re-state it again and again if necessary. They are treated as Fascinated for the duration, or until interrupted by violence or similar. When the duration ends (but not if interrupted), those affected by it must succeed at a second Will Save or be Dazed for one round by the influx of useless information they have both spouted and heard.
Ash Mephit
Small Outsider [Cold, Extraplanar, Fire]
Hit Dice: 3d8 (13 HP)
Initiative: +3
Speed: 30' (6 squares), Fly 50' (Perfect)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +3/-1
Attack: Claw +7 (1d3)
Full Attack: 2 Claws +7 (1d3)
Space/Reach: 5'/5'
Special Attacks: Breath Weapon, Spell-Like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/Magic, Darkvision 60', Fast Healing 2, Water Weakness, Poison Immunity
Saving Throws: Fort +3 Ref +6 Will +3
Abilities: Str 10 Dex 17 Con 10 Int 6 Will 11 Cha 15
Skills: Bluff +8, Concentration +6, Hide +13, Move Silently +9, Sleight of Hand +9, Spot +6
Feats: Dodge, Weapon Finesse
Environment: Para-Elemental Plane of Ash, Elemental Plane of Fire
Organisation: 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: +0
Leaving stains of ash and soot everywhere they go, Ash mephits are typically depressed, gloomy, and constantly talking about their sorrows, boredom and frustrations. That said, some are also mischievous little pricks who just like making everything messy and dirty, and others are more like goths - delighting in situations that look gloomy and miserable to outsiders, but actually cheerful.
Water Weakness (Ex): water is extremely harmfull to Ash Mephits - they treat any kind of water the same way most creatures treat Acid. This does not apply to lava (to which they are Immune because of the [Fire] Subtype) or mud. They are also unable to hold their breath underwater, and begin drowning immediately.
Breath Weapon (Su): 10' Cone of choking ash and soot, causing creatures in the area to be Nauseated for one round on a failed Fortitude Save, DC 12. The Save DC is Constitution-based and includes a +1 Racial bonus.
Fast Healing (Ex): when touching ash and the remnants of burned things.
Spell-Like Abilities (Sp): 1/hour - Mudball; 1/day - Lamentable Belaborment (see below - also an adaptation of an old AD&D spell)
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Leomund's Lamentable Belaborment
School: Enchantment [Compulsion, Language-Dependent, Mind-Affecting]
Level: Bard 1, Sorcerer/Wizard 2
Casting Time: 1 standard action
Components: V, S
Range: Close
Area: 10' radius Spread
Duration: one round per level; see text
Saving Throw: Will negates
Spell Resistance: yes
This spell is designed to infuriate those who hear it, as well as those who have to convert it into an easy-to-parse sensible 3Ed spell. It inevitably draws people in to debate and argue for a long time.
The caster must begin by speaking about a subject, preventing this from being cast Silently. Those in the area are entitled to a Will Save to be completely unaffected. Those who fail the save are then drawn into deep conversation on the topic, compelled to give their complete opinion and re-state it again and again if necessary. They are treated as Fascinated for the duration, or until interrupted by violence or similar. When the duration ends (but not if interrupted), those affected by it must succeed at a second Will Save or be Dazed for one round by the influx of useless information they have both spouted and heard.