Sfida 1/2 (100 PE) Taglia Piccola Tipo Elementale Allineamento Neutrale malvagio Caratteristica Punteggio Modificatore Forza 8 -1 Destrezza 12 +1 Costituzione 12 +1 Intelligenza 7 -2 Saggezza 10 +0 Carisma 10 +0 Classe Armatura 11 Punti Ferita 22 (5d6 + 5) Velocità 9 m, volo 9 m Abilità Furtività +3 Vulnerabilità ai Danni Freddo Immunità… Leggi tutto »Mephit del Magma Breath Weapon [two-actions] (acid, arcane) The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). Frost Breath (Recharge 6): The mephit normally exhales the 15-foot cone of the cold air. The mephit exhales a 15-foot cone of cold air. Air mephit: Chaotic and destructive, mephits come in many shapes and have a wide range of abilities. [1] They had whirlwinds where one would expect their legs to be. They had the ability to breathe a conical cloud of dust and grit. | GumshoeSRD Most are drawn from the various elemental and quasi-elemental planes. Air Mephlings Air mephlings resemble short humans with cloud-white skin and gossamer-thin bat-like wings. Latest 5th Edition Products in the Open Gaming Store! Wings, whirlwind instead of legs[2][1] Innate Spellcasting (1/Day). 1: Races of Nature Unleashed (5e), Aegis of Empires 5: Race for Shataakh-Uulm (5E), Aegis of Empires 4: Legend of the Burning Star (5E). [2][1], Air mephits tended to me more skittish than other mephits. Innate Spellcating (1/Day). Death Burst.When the mephit dies, it explodes in a burst of flame. Small Innate Spellcasting (1/Day): The mephit can innately cast blur, requiring no material components The mephit exhales air in a 15-foot cone. A depiction of an air mephit, wrongly showing legs. Movement Everquest Item Information for Air Mephit Blood. Fast Healing . Rare: No. Air Mephit Blood Database; Items; Misc; Combinable; Air Mephit Blood Class: ALL Race: ALL. | OGN Articles The mephit exhales lightning in a 15-foot line that is 1-foot wide. The salt also causes living creatures to be sickened for 3 rounds. Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Most maneuverable in flight of all mephits, air mephits are flighty in personality as well. A mephit that has just been summoned cannot use its own summon ability for 1 hour. Appearance Air mephits appear like some sort of small winged humanoid about the size of a halfling, from its back protrude a pair of leathery, bat-like wings. Innate Spellcasting (1/Day). 3rd Edition Statistics[2] Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Enemy: Further Information Buff(s) Damage Reduction and Regenerating: (~0.5 kg)[2] 4‒5 ft (120‒150 cm)[2][3] Air mephits speak Common and Auran. All mephits appear as small, winged creatures with more or less humanoid features. Air mephlings can fly. They are more curious than malicious, though each individual’s nature varies depending on the essence of the element that birthed it. The breath weapon of an air mephit is a cone of sand and grit that deals 1d8 slashing damage. Once per day they can cast gust of wind. Description Combat . The air mephits are small, humanoid creatures with bat-like wings that are one of the weaker natives of the Elemental Plane of Air. Alignment: True Neutral. The breath weapon of a salt mephit is a cone of salt crystals that deals 1d4 slashing damage. [2], An air mephit was about four feet (120 centimeters) tall and weighed only a pound (half a kilogram). 1E > 5E Conversion Rules. The presence they possessed was considered intimidating even to other devils, as their massive wings, sweeping horns, and serpentine tails furthered their frightening appearance. Special Qualities: Fast Healing, Airborne, Invisibility, Stealth, Extraplanar, Chance to summon an Air Mephit when spawned (unless it was summoned itself), Chance to summon an Air Mephit at death (whether it was summoned or not), DR/Magic OR Summoned by another mephit: DR ♠5 Elite /Magic Habitats: Ruined Halls; Sands of Menechtarun Senses darkvision 60 ft., passive Perception 12 An air mephit looks like a small winged humanoid about the size of a halfling. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Average weight The sphere is heavily obscured. Dungeons & Dragons (commonly abbreviated as D&D or DnD) is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. | Starjammer SRD It's simply a ressource to know what's aviable when chosing a familiar. Jump to: navigation, search. Contact Info. Roll me a Nature check, to see how much you know about Orcs and Half-Orcs. Cornugons were ogre-sized creatures whose bodies reached up to 9 ft (2.7 m). Once more, I bring you all a list, this time of familiar, like my previous list it's not suppose to be a guide or a handbook. An air mephit's skin is a light sky blue, and they are always surrounded by flowing air currents. Air mephits are commonly found on the Plane of Air. Special Traits. My half-elf Ranger and our Air Mephit Bard are just kind of watching to see where it goes. Skills Perception +2, Stealth +4 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Ignan Challenge 1/2 (100 XP). Speed 30 ft., fly 60 ft. Air mephits look like short, cloud-white humans with whirlwinds where their legs should be. An air mephit attacks with two claws (1d3 damage each). Innate Spellcasting. These mephits are whimsical and prone to distraction. If they need to move, they usually sneak again and go out of sight. Icons of the Realms Monster Menagerie 3: Magma Mephit #02a 5.0 out of 5 stars 1. Air mephits come from the Elemental Plane of Air. Reflex save halves the damage and avoid the debuff. Appearance. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. This ability is the equivalent of a 2nd-level spell. Armor Class 13 Skin color(s) An air mephit looks like a small winged humanoid about the size of a halfling.From its back protrude a … They had whirlwinds where one would expect their legs to … Size: TINY: Weight: 0.1 : This item can be used in tradeskills. Here are the attributes of flying sword 5e | 3.5e SRD They regenerate 1 hp per turn automatically. Air mephits call the plane of Lamannia home. [1], Air mephits could heal themselves as long as there was moving air present. Wiki Le Monde des Royaumes Oubliés (French), Creatures found in the Elemental Plane of Air, Template:Cite Dragon/421/Creature Incarnations: Mephits, https://forgottenrealms.fandom.com/wiki/Air_mephit?oldid=539927. Aug 1, 2017 - DeviantArt is the world's largest online social community for artists and art enthusiasts, allowing people to connect through the creation and sharing of art. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. This ability is the equivalent of a 2nd-level spell. Elemental ECOLOGY. Damage Immunities poison Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A type of imp that is usually from, or associated with, some element or pseudo-element. Dehydrate (Su) Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Attributes Of Ice Mephit Monster DnD 5E. Innate Spellcating (1/Day). Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers for their first mission. Languages Auran Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble. Robin: (the … [1], The drow god Vhaeraun was served by air mephits, and they were sometimes sent by him to aid his followers.[4]. The mephit exhales a 15- foot cone of cold air. Small Distinctions The DC is Constitution-based and includes a +1 racial bonus. The air mephits skin in a light sky blue and they are always surrounded by flowing air currents. General Information Air mephit Traits Death Burst: When the mephit dies, it explodes in a burst of dust. Humanoid Here are the attributes of flying sword 5e Attack: Claws , Abrasive Breath (Piercing + Disorientation), Shocking Grasp, Gust of Wind Language(s) Traits Death Burst: When the mephit dies, it explodes in a cloud of steam. Each and every creature in that specific area must be succeeded on a DC 10 Dexterity saving throw, by taking 5 (2d4) cold damage on a failed save, or else half as much damage on a successful one. Air mephits are immune to air and gas attacks of all kinds. Magma Mephit. An air mephit was a mephit from the Elemental Plane of Air. While you're correct that the official Mephits we got in 5e (so far) are para-elementals, indeed single elemental Mephits have a canon lore basis in every other edition of D&D dating all the way back to 1st edition, as well as in Pathfinder. Neutral The air mephit can’t use Breath Weapon again for 1d4 rounds. Homeland(s) Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. See the individual descriptions for details. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. Armor class 11 Hit points 22 (5d6 + 5) Speed 30 ft., fly 30 ft. Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. Flying[2] A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | d20HeroSRD Alignment From Codex Gamicus. Questions or comments can be directed to [email protected] Like all mephits, air mephits were impish in appearance and had wispy wings,[2] which sprouted from their humanoid upper torsos. The mephit can innately cast … They regenerate 1 hp per turn automatically. Air Mephit. Traveller SRD This is a natural cavern that have a small murky pond in the middle, filled by the dripping waters from a stream flowing in the open of a forest, that jumps down, in front of the cave entrance, forming a small waterfall. A dust mephit leads with its Blinding Breath, attacking from hiding so as to gain surprise and waiting until it can catch at least two opponents in its 15-foot cone of effect. Each creature in the area must succeed on a DC 11 Strength saving throw or be pushed up to 5 feet away and knocked prone. Once per hour air mephits can cast blur on themselves at 3rd level of magic use. The breath weapon of a water mephit is a cone of acid that deals 1d8 acid damage. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. Air Mephit Darkvision[2][1] Appearance The Swiped Signet — Sometimes spawns behind the Wisdom-rune door, summoned by other Air Mephits, summoned by Whirlwind on Hard or lower difficulties, or summoned at the death of a Greater Air Mephit summoned by Whirlwind on Elite difficulty; Description: The most basic kind of Air Mephit. Fast Healing . Armor class 11 Hit points 22 (5d6 + 5) Speed 30 ft., fly 30 ft. Alignment They had pale white skin. An air mephit is about 4 feet tall and weighs about 1 pound. Air The save DC is Constitution-based and includes a +1 racial bonus. [2], Air mephits preferred living in places where the wind was constantly blowing, such as mountaintops or shores. | PF2 SRD. Type Legal Information. Air mephits are commonly found on the Plane of Air. Monster Manual classification: Mephit. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one. Like all mephits, air mephits were impish in appearance and had wispy wings, which sprouted from their humanoid upper torsos. ~1 lb. Lightning mephits come from the Elemental Planes of Air and Quasi-Elemental Planes of Lighting. This isn't even to mention their fly speed, or their breath weapon. $5.29. Air Mephits are usually sneaking on spawn. ECOLOGY. Air | 5th Edition SRD Frost Breath (Recharge 6): This ice mephit monster can exhales the 15-foot Cone of the cold air. Small elemental, neutral evil . Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. Traits Death Burst: When the mephit dies, it explodes in a burst of dust. Breath Weapon [two-actions] (air, arcane) The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). They are curious, impish creatures with small wings and tiny horns. It was first published in 1974 by Tactical Studies Rules, Inc. (TSR). Type: Air Outsider . Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. They prefer the joys of traveling and the playing of wind instruments. New Pages | Recent Changes | Privacy Policy. | Swords and Wizardry SRD See the individual descriptions for details. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. 3e They had pale white skin. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, … DESCRIPTION. A mephit that has just been summoned cannot use its own summon ability for 1 hour. Subtype(s) They speak Auran and Common. When the mephit dies, it explodes in a burst of dust. Combat: Air mephits favor sudden ambush attacks and quick escapes. Keyword(s) It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Each and every creature in that specific area must be succeed on a DC 10 Dexterity saving throw and also taking 5 (2d4) cold damage on a failed save, or else half as much damage on the successful one. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. | Design Finder 2018 The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. Lightning mephits found anywhere except their home plane will be encountered in areas where lightning and storms are … Environment any (elemental planes) Organization solitary, pair, gang (3–6), mob (7–12) Treasure standard. Email John Reyst at [email protected] with any errors or requests! D&D Nolzurs Marvelous Unpainted Miniatures: Wave 7: Blights 4.7 out of 5 stars 147. They were 600 lb (270 kg), roughly humanoid beings with bodies sheathed in repulsive scales. Thingiverse is a universe of things. Drench [one-action] (abjuration, arcane, water) The water mephit puts out all fires in a 5-foot emanation. 3 Hit Points 21 (6d6) Take your favorite fandoms with you and never miss a beat. Only 2 left in stock - order soon. Only 3 left in stock - order soon. Roll d%: On a failure, no creature answers the summons. Once per day they can cast gust of wind. Wind disperses the cloud, which otherwise lasts for 1 minute. Origin Air Mephit A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Frost Breath (Recharge 6): The mephit normally exhales the 15-foot cone of the cold air. From its back protrude a pair of thin, leathery, bat-like wings. 4th Edition Statistics[1] Air Mephits are Air Outsider type monsters. ; This is part of the (3.5e) Revised 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. They can produce gusts of wind, and their healing occurs when exposed to winds. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Ancestral Anthologies Vol. An air mephit was a mephit from the Elemental Plane of Air.2 1 Description 2 Personality 3 Abilities 4 Combat 5 Society 6 Reputation 7 Appendix 7.1 References 7.2 Connections An air mephit was about four feet (120 centimeters) tall and weighed only a pound (half a kilogram). Each and every creature which are within 5 ft. of it must make a DC 10 dexterity saving throw, also taking 4 … They had pale white skin. Contents0.1 Traits0.2 Actions1 Attributes Of Ice Mephit Monster Traits Death Burst: Whenever this Ice Mephit Monster dies then it explodes in a specific burst of the jagged ice. Common[2][1]Auran[2]Primordial[1] Main Page: Forums [License Info] Contact the Overlord An air mephit is about 4 feet tall and weighs about 1 pound. Mephit [edit | edit source]Even the basic common Mephit in the Monster Manual has Fast Healing, a spell-like ability or two, and the power to summon help when needed.. An air mephit was about four feet (120 centimeters) tall and weighed only a pound (half a kilogram). Elemental Plane of Air[2] Size Switch to Pathfinder(3.75) mode. Vision Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. A mephit that has just been summoned cannot use its own summon ability for 1 hour. The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. The sphere is heavily obscured. (1/Day). (If it can get more, so much the better, but if it can get two, it won’t delay in order to see whether it can get three.) They also had the innate power to surround themselves with vapor about once every hour or to call forth a powerful gust of wind once per day. The mephit can innately cast dancing lights, requiring no material components. Once per hour air mephits can cast blur on themselves at 3rd level of magic use. | d20 Anime SRD Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. Innate Spellcasting (1/Day). Gamemastering‎ > ‎Monsters & Foes‎ > ‎Monsters (Alphabetical)‎ > ‎Monsters (M)‎ > ‎Mephits‎ > ‎ Mephit, Ice. 2e | 13th Age SRD The sphere is heavily obscured. Condition Immunities poisoned Pale white[2] Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. Size When the mephit dies, it explodes in a burst of dust. D & D Minis: Air Mephit # 12 - Unhallowed $6.31. Air mephits come from the Elemental Plane of Air. To use its breath weapon, the mephit inhales sand, dirt, or other particles in the vicinity and then blows the grit at high velocity at one target within 10’ … When the mephit dies, it explodes in a burst of dust. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. Sfida 1/4 (50 PE) Taglia Piccola Tipo Elementale Allineamento Neutrale malvagio Caratteristica Punteggio Modificatore Forza 5 -3 Destrezza 11 +0 Costituzione 10 +0 Intelligenza 11 +0 Saggezza 10 +0 Carisma 12 +1 Classe Armatura 10 Punti Ferita 21 (6d6) Velocità 9 m, volo 9 m Abilità Furtività +4, Percezione +2 Immunità ai Danni Fuoco, veleno… Leggi tutto »Mephit di Vapore A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success Wind disperses the cloud, which otherwise lasts for 1 minute. They show themselves upon attack. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. $8.95. WT: 0.1 Size: TINY Class: ALL Race: ALL From the introduction: Some mud mephits elected this cave as their lair. Usually neutral Fast Healing : An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself. Although they are often described as impish, their elemental origins are apparent. The save DC is Constitution-based and includes a +1 racial bonus. The rest of the party is off, talking to the Mayor. 4e Alignment These mephits are whimsical and prone to distraction. | d20PFSRD | Fudge SRD | Here Be Monsters City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene, Check out our other SRD sites! Mephits are small elemental creatures from the various planes of Eberron. Breath Weapon [two-actions] (air, arcane) The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The mephit exhales a 15-foot cone of cold air. 2nd Edition Statistics[3] Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. Open Game Content (place problems on the discussion page). The mephit exhales a 15- foot cone of cold air. Unaligned A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Medium Air mephits speak Common and Auran. Wind disperses the cloud, which otherwise lasts for 1 minute. Race: Mephit . Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. | FateCoreSRD Challenge 1/2 (100 XP). This item can be used in tradeskills. Air Mephit Basic Information Type. Forgotten Realms Wiki is a FANDOM Games Community. 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