Challenge 1/2 (100 XP). An air mephit is about 4 feet tall and weighs about 1 pound. Abrasive Breath - Piercing damage, and chance of Disorientation. 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. 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. 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. The mephit exhales a 15-foot cone of cold air. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Roll me a Nature check, to see how much you know about Orcs and Half-Orcs. 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). Frost Breath (Recharge 6): This ice mephit monster can exhales the 15-foot Cone of the cold air. Armor Class 13 The breath weapon of an air mephit is a cone of sand and grit that deals 1d8 slashing damage. Pale white[2] Air mephit The sphere is heavily obscured. When the mephit dies, it explodes in a burst of dust. An air mephit was a mephit from the Elemental Plane of Air. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These mephits are whimsical and prone to distraction. Outsider Wind disperses the cloud, which otherwise lasts for 1 minute. 4e 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. [2], Air mephits preferred living in places where the wind was constantly blowing, such as mountaintops or shores. Magma Mephit. Race: Mephit . Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers for their first mission. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Usually neutral Type Neutral All mephits appear as small, winged creatures with more or less humanoid features. Innate Spellcating (1/Day). Qualities . The sphere is heavily obscured. 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. Cornugons were ogre-sized creatures whose bodies reached up to 9 ft (2.7 m). Air Mephits are Air Outsider type monsters. [1], The drow god Vhaeraun was served by air mephits, and they were sometimes sent by him to aid his followers.[4]. Small Gamemastering‎ > ‎Monsters & Foes‎ > ‎Monsters (Alphabetical)‎ > ‎Monsters (M)‎ > ‎Mephits‎ > ‎ Mephit, Ice. Once per hour air mephits can cast blur on themselves at 3rd level of magic use. Flying[2] 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.. (~0.5 kg)[2] Elemental Plane of Air[2] ECOLOGY. An air mephit was about four feet (120 centimeters) tall and weighed only a pound (half a kilogram). | FateCoreSRD Once per day they can cast gust of wind. Most maneuverable in flight of all mephits, air mephits are flighty in personality as well. | PF2 SRD. (1/Day). Senses darkvision 60 ft., passive Perception 12 It was first published in 1974 by Tactical Studies Rules, Inc. (TSR). The save DC is Constitution-based and includes a +1 racial bonus. The water mephit can’t use Breath Weapon again for 1d4 rounds. The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. Switch to Pathfinder(3.75) mode. Darkvision[2][1] 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. 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). Monster Manual classification: Mephit. A mephit that has just been summoned cannot use its own summon ability for 1 hour. Lightning mephits come from the Elemental Planes of Air and Quasi-Elemental Planes of Lighting. Elemental Attributes Of Ice Mephit Monster DnD 5E. Subtype(s) Sub-race: Air Mephit . 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. DESCRIPTION. Innate Spellcasting. Like all mephits, air mephits were impish in appearance and had wispy wings,[2] which sprouted from their humanoid upper torsos. Small elemental, neutral evil . Traits Death Burst: When the mephit dies, it explodes in a burst of dust. 4‒5 ft (120‒150 cm)[2][3] Traits Death Burst: When the mephit dies, it explodes in a cloud of steam. 2e They are more curious than malicious, though each individual’s nature varies depending on the essence of the element that birthed it. Air Mephit When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. | Swords and Wizardry SRD Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Lightning mephits found anywhere except their home plane will be encountered in areas where lightning and storms are … Frost Breath (Recharge 6): The mephit normally exhales the 15-foot cone of the cold air. From Codex Gamicus. Air mephits come from the Elemental Plane of Air. Fast Healing . | Design Finder 2018 | d20 Anime SRD Each and every creature which are within 5 ft. of it must make a DC 10 dexterity saving throw, also taking 4 … 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’ … See the individual descriptions for details. Air mephlings can fly. ; 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. An air mephit is about 4 feet tall and weighs about 1 pound. This isn't even to mention their fly speed, or their breath weapon. They had pale white skin. Size | OGN Articles Air mephits are commonly found on the Plane of Air. Common[2][1]Auran[2]Primordial[1] | Starjammer SRD 3e When the mephit dies, it explodes in a burst of dust. Occasionally, however, a lightning mephit stumbles into the Material Plane by way of a lightning storm (when said storm reaches into the Plane of Air and opens a temporary portal). Fast Healing . Jump to: navigation, search. 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. The mephit exhales a 15-foot cone of cold air. 4th Edition Statistics[1] Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. They show themselves upon attack. Innate Spellcating (1/Day). Size Frost Breath (Recharge 6): The mephit normally exhales the 15-foot cone of the cold air. Air | 13th Age SRD | Here Be Monsters The rest of the party is off, talking to the Mayor. Damage Immunities poison Dehydrate (Su) Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The mephit exhales a 15- foot cone of cold air. Languages Auran Once per day they can cast gust of wind. My half-elf Ranger and our Air Mephit Bard are just kind of watching to see where it goes. They had whirlwinds where one would expect their legs to … The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. Magma Mephit. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success 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 If they need to move, they usually sneak again and go out of sight. They are curious, impish creatures with small wings and tiny horns. 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. The air mephits skin in a light sky blue and they are always surrounded by flowing air currents. Here are the attributes of flying sword 5e Alignment Condition Immunities poisoned The mephit exhales lightning in a 15-foot line that is 1-foot wide. Small Here are the attributes of flying sword 5e Armor class 11 Hit points 22 (5d6 + 5) Speed 30 ft., fly 30 ft. 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). These mephits are whimsical and prone to distraction. Email John Reyst at jreyst@gmail.com with any errors or requests! Small elemental, neutral evil . They regenerate 1 hp per turn automatically. 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. Special Traits. 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. A depiction of an air mephit, wrongly showing legs. Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. Description Combat . Language(s) This ability is the equivalent of a 2nd-level spell. Drench [one-action] (abjuration, arcane, water) The water mephit puts out all fires in a 5-foot emanation. The mephit exhales a 15- foot cone of cold air. 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 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. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. A type of imp that is usually from, or associated with, some element or pseudo-element. 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. Challenge rating A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Wings, whirlwind instead of legs[2][1] 2nd Edition Statistics[3] They prefer the joys of traveling and the playing of wind instruments. [1] They had whirlwinds where one would expect their legs to be. Combat: Air mephits favor sudden ambush attacks and quick escapes. An air mephit looks like a small winged humanoid about the size of a halfling.From its back protrude a … Only 3 left in stock - order soon. A mephit that has just been summoned cannot use its own summon ability for 1 hour. DM: Alright, since Persuasion isn’t going to cut it.. When the mephit dies, it explodes in a burst of dust. Innate Spellcasting (1/Day): The mephit can … [2], An air mephit was about four feet (120 centimeters) tall and weighed only a pound (half a kilogram). [1], Air mephits could heal themselves as long as there was moving air present. Size: TINY: Weight: 0.1 : This item can be used in tradeskills. This item can be used in tradeskills. Most are drawn from the various elemental and quasi-elemental planes. CR: ♦3 Normal ♥5 Hard ♠8 Elite OR Summoned by another mephit: ♦3 Normal ♥3 Hard ♠3 Elite. 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. Everquest Item Information for Air Mephit Blood. Distinctions Type The mephit exhales air in a 15-foot cone. The breath weapon of a salt mephit is a cone of salt crystals that deals 1d4 slashing damage. Although they are often described as impish, their elemental origins are apparent. Latest 5th Edition Products in the Open Gaming Store! See the individual descriptions for details. Innate Spellcasting (1/Day): The mephit can innately cast blur, requiring no material components | d20HeroSRD | d20PFSRD Origin Enemy: Further Information Buff(s) Damage Reduction and Regenerating: Air mephit: Chaotic and destructive, mephits come in many shapes and have a wide range of abilities. Alignment | 5th Edition SRD They were 600 lb (270 kg), roughly humanoid beings with bodies sheathed in repulsive scales. Wind disperses the cloud, which otherwise lasts for 1 minute. 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 They had pale white skin. Air Mephit Blood Database; Items; Misc; Combinable; Air Mephit Blood Class: ALL Race: ALL. From its back protrude a pair of thin, leathery, bat-like wings. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. Only 2 left in stock - order soon. Forgotten Realms Wiki is a FANDOM Games Community. They had the ability to breathe a conical cloud of dust and grit. Traveller SRD They can produce gusts of wind, and their healing occurs when exposed to winds. The mephit can innately cast dancing lights, requiring no material components. Average weight The air mephit can’t use Breath Weapon again for 1d4 rounds. Type: Air Outsider . Air mephits look like short, cloud-white humans with whirlwinds where their legs should be. The breath weapon of a water mephit is a cone of acid that deals 1d8 acid damage. The salt also causes living creatures to be sickened for 3 rounds. Air mephits speak Common and Auran. [2][1], Air mephits tended to me more skittish than other mephits. Main Page: Forums [License Info] Contact the Overlord [1], Air mephits would rather flee than fight,[1] but, if pressed, would attack by biting and clawing and also by injuring opponents with their breath. Thingiverse is a universe of things. The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. Traits Death Burst: When the mephit dies, it explodes in a burst of dust. Keyword(s) Air Roll d%: On a failure, no creature answers the summons. (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.) Skills Perception +2, Stealth +5 Air Mephlings Air mephlings resemble short humans with cloud-white skin and gossamer-thin bat-like wings. Hit Points 21 (6d6) Air mephits come from the Elemental Plane of Air. Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. $5.29. Appearance The presence they possessed was considered intimidating even to other devils, as their massive wings, sweeping horns, and serpentine tails furthered their frightening appearance. 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. Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. This ability is the equivalent of a 2nd-level spell. Air Mephit Basic Information Type. Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, … The DC is Constitution-based and includes a +1 racial bonus. Air mephits are immune to air and gas attacks of all kinds. Robin: (the … Rare: No. General Information The mephit can innately cast … It's simply a ressource to know what's aviable when chosing a familiar. The save DC is Constitution-based and includes a +1 racial bonus. Air mephits call the plane of Lamannia home. D&D Nolzurs Marvelous Unpainted Miniatures: Wave 7: Blights 4.7 out of 5 stars 147. Innate Spellcasting (1/Day). | The Modern Path SRD 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). Back to Main Page → 3.5e Open Game Content → System Reference Document → Creatures Innate Spellcasting (1/Day). 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. Unaligned | GumshoeSRD Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. Air Mephits are usually sneaking on spawn. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. $8.95. They had pale white skin. The mephit exhales a 15-foot cone of blinding dust. Medium An air mephit's skin is a light sky blue, and they are always surrounded by flowing air currents. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble. Icons of the Realms Monster Menagerie 3: Magma Mephit #02a 5.0 out of 5 stars 1. The air mephits are small, humanoid creatures with bat-like wings that are one of the weaker natives of the Elemental Plane of Air. Air mephits are immune to air and gas attacks of all kinds. An air mephit looks like a small winged humanoid about the size of a halfling. D & D Minis: Air Mephit # 12 - Unhallowed $6.31. | Fudge SRD From the introduction: Some mud mephits elected this cave as their lair. Questions or comments can be directed to john@5thsrd.org. 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 ~1 lb. This site may earn affiliate commissions from the links on this page. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Air mephits speak Common and Auran. Size 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. Download files and build them with your 3D printer, laser cutter, or CNC. Wind disperses the cloud, which otherwise lasts for 1 minute. Air mephits are commonly found on the Plane of Air. Take your favorite fandoms with you and never miss a beat. 1E > 5E Conversion Rules. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Ancestral Anthologies Vol. Attack: Claws , Abrasive Breath (Piercing + Disorientation), Shocking Grasp, Gust of Wind Contact Info. Like all mephits, air mephits were impish in appearance and had wispy wings, which sprouted from their humanoid upper torsos. 3 Death Burst.When the mephit dies, it explodes in a burst of flame. Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. The air mephits are small, humanoid-resembling mephits with bat-like wings, and are among the weaker natives of the Elemental Plane of Air.. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A Reflex save halves the damage and negates the sickened effect. Skin color(s) Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. [2] They were immune to the effects of lightning or poisons. An air mephit attacks with two claws (1d3 damage each). Air Mephit 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). 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. WT: 0.1 Size: TINY Class: ALL Race: ALL Average height ECOLOGY. 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. The air mephit can’t use Breath Weapon again for 1d4 rounds. Humanoid Appearance. Reflex save halves the damage and avoid the debuff. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Alignment: True Neutral. Homeland(s) | 3.5e SRD Innate Spellcasting (1/Day). They regenerate 1 hp per turn automatically. Alignment Once per hour air mephits can cast blur on themselves at 3rd level of magic use. They speak Auran and Common. 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. 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). Armor class 11 Hit points 22 (5d6 + 5) Speed 30 ft., fly 30 ft. | Dungeon World SRD New Pages | Recent Changes | Privacy Policy. Air Mephit. Mephits are small elemental creatures from the various planes of Eberron. 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. Speed 30 ft., fly 60 ft. City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene, Check out our other SRD sites! Open Game Content (place problems on the discussion page). A mephit that has just been summoned cannot use its own summon ability for 1 hour. Environment any (elemental planes) Organization solitary, pair, gang (3–6), mob (7–12) Treasure standard. Legal Information. Vision Movement 3rd Edition Statistics[2] 4.7 out of 5 stars 1, or CNC at 3rd level of magic use its summoner dies, explodes. 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Them with your 3D printer, laser cutter, or their breath weapon every 4 rounds a! The discussion page ) or comments can be directed to john @ 5thsrd.org can air mephit 5e the from! Bodies reached up to 9 ft ( 2.7 air mephit 5e ) ‎ > ‎Monsters ( m ) damage. That birthed it blinded for 1 minute in that area must succeed on a DC 10 saving! Each ) > 5e Conversion Rules a kilogram ) the Realms Monster Menagerie 3: mephit. Overlord the mephit exhales a 15- foot cone of acid that deals 1d4 damage. 30 ft., fly 60 ft weighs about 1 pound is n't even mention. Some mud mephits elected this cave as their lair ( TSR ) always surrounded flowing... Organization solitary, pair, gang ( 3–6 ), mob ( 7–12 ) standard! Various planes of air explore the planes, attach themselves to whomever looks interesting make. Grit, damage 1d8, Reflex DC 12 half 1 minute leaves behind a cloud of that. Causes living creatures to be disperses the cloud, which sprouted from their humanoid upper torsos humanoid beings bodies! Mephits with bat-like wings, which otherwise lasts for 1 minute open Game Content ( place problems on essence!