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2007-09-01, 09:51 AM (ISO 8601)
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#88
Re: The Elemental Plane of Flesh!
Flesh Mephit
Small Outsider (Flesh, Extraplanar)
Hit Dice: 3d8+3 (16HP)
Initiative: +6
Speed: 30’ (6 squares), Fly 40’ (8 squares, perfect maneuverability), Swim 30’ (6 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural); touch 13; flat-footed 14
Base Attack/Grapple: +3/+2
Attack: Claw +4 melee (1d3)
Full Attack: 2 Claws +4 melee (1d3)
Space/Reach: 5’/5’
Special Attacks: Breath Weapon, Spell-like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/Magic, Darkvision 60’, Elemental traits, Fast Healing 2
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 6 (-2), Wis 11 (+0), Cha 15 (+2)
Skills: Bluff +6, Disguise +10, Hide +7, Listen +5, Move Silently +9, Spot +4, Swim +7
Feats: Improve Initiative, Power Attack
Environment: Elemental Plane of Flesh
Organization: solitary, gang (2-4), or mob (5-12)
Challenge Rating: 3
Treasure: standard
Alignment: usually Neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
Level Adjustment: +3 (cohort)
This relatively normal-looking creature appears to be a small humanoid, much like a Halfling or a Gnome. Its nude figure is lithe & toned, with pale skin & dark hair. Other than some vaguely impish facial features (such as tiny, almost imperceptible horn-like protrusions), the only unusual characteristics are its large bat-like wings.
Of all the different elemental mephitis, the Flesh Mephit is the most ordinary-looking, at least in the eyes of Material Plane natives. A minor being drawn from the basic components of the Flesh Plane, they are curious creatures with vibrant, flexible personalities. They serve a number of minor functions in the biology of the plane-body, usually as couriers or messengers in high-traffic areas.
As the only mephits with true hair, a Flesh Mephit can disguise itself as a Halfling or a Gnome with relative ease. This fact, combined with the lack of any Genasi native to the Flesh Plane, lends credence to a radical theory found among certain scholarly circles that Humans & other related humanoid races were originally natives of the Elemental Plane of Flesh & were transported to the Material Plane in the ancient past by forces unknown. According to this fringe theory, Humans are actually the missing Flesh Genasi.
A Flesh Mephit is about 4’ tall & weighs about 45 pounds. It speaks Common & Corpan.
• Breath Weapon (Su): a Flesh Mephit can emit a 10’ cone of caustic liquid, dealing 1d4 points of acid damage (Reflex save (DC12) for half damage); living creatures that fail their saves are tormented by itching skin & burning eyes unless they have immunity to acid or are otherwise protected; this effect imposes a -4 penalty to AC & a -2 penalty on attack rolls for 3 rounds; the save DC is Constitution-based & includes a +1 racial bonus
• Spell-like Abilities: once per hour, a Flesh Mephit can cast either cure light wounds (caster level 3rd) or inflict light wounds (DC12, caster level 3rd); the save DC is Charisma-based
• Summon Mephit (Sp): once per day, a Flesh Mephit can attempt to summon another Flesh Mephit, much as though casting a summon monster spell, but with only a 25% chance of success (76-00); roll d%: on a failure (01-75), no creature answers the summons that day; a Flesh Mephit that has just been summoned cannot use its own Summon Mephit ability for 1 hour; this ability is the equivalent of a 2nd-level spell
• Fast Healing (Ex): a Flesh Mephit heals 2 points of damage per round (provided that they are still alive), but only in contact with living tissue, be it from the plane-body itself, other natives of the Flesh Plane, non-Plant natives of the Material Plane, or even other Flesh Mephits
Last edited by Zeta Kai; 2007-09-01 at 09:52 AM.