Smoke Mephit

This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along.
 

Smoke Mephit (CR 3)

Medium Outsider (Air, Extraplanar, Fire)
Alignment: Neutral
Initiative: +6
Senses: Darkvision 60 feet; Perception +4
  Speed: 30 feet, Fly 50 feet (perfect)
Space: 5 feet
 

Defense

Armor Class: 17, touch 14, flat-footed 14 (+1 size, +2 Dex, +1 dodge, +3 natural)
Hit Points: 16 (3d10) Fast Healing 2
Saving Throws: Fort +1, Ref +5, Will +3
Damage Reduction: 5/magic
Immunity: fire, outsider traits
Weaknesses: vulnerability to cold
 

Offense

Melee: 2 claw +3 (1d3)
Reach: 5 feet
  Special Attacks: Breath Weapon (15-foot cone of black soot, DC 12 for half, 1d4 fire)
  Spell-Like Abilities (CL 6th):
  • 1/hour- Blur
     
  • 1/day- ember storm, summon (level 2, 1 smoke mephit 25%)

Statistics

StrDexConIntWisCha
10 (+0) 14 (+2) 10 (+0) 6 (-2) 11 (+0) 15 (+2)
Base Attack Bonus: +3
CMB +3
CMD 17
  Feats: Dodge, Improved Initiative
  Skills: Bluff +7, Diplomacy +7, Disguise +6, Escape Artist +8, Fly +12, Intimidate +6, Perception +4, Stealth +8
  Languages: Ignan, Common
 

Special Abilities

Ember Storm ()

Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20- foot radius. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half, caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DC is Charisma-based.

Fast Healing (Ex)

A smoke mephit heals only if it is exposed to smoke or soot (whether magically created or mundane in nature).

Sooty Breath (Su)

Living creatures that fail their saves against the smoke mephit's breath weapon are tormented by burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
 

Ecology

Environment: Any
Organization: solitary, gang (2-4), or mob (5-12)
Treasure: standard

  Smoke mephits are generally only encountered on the Plane of Molten Skies, though it is believed they originate from a plane or para-plane comprised entirely of smoke. They are generally lazy, but quick to anger. When encountered on the material planes it is usually because they have been summoned or called by a spellcaster to perform some task or chore. On such planes, smoke mephits generally prefer warmer climates and are never found in cold areas (unless specifically called by a spellcaster).
  Smoke mephits enjoy combat and rush headlong into it, slashing with their claws. If a smoke mephit can draw its opponents to within 20 feet of its position, it uses its spell-like abilities to create an ember storm. A smoke mephit's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  A smoke mephit stands about 4 feet tall and weighs about 2 pounds.
  Copyright Notice Author Scott Greene.

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