Planescape Monstrous Compendium Appendix I


Mephit

Name

Air

Smoke

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8 (14)

Initiative

+2 (Dex)

Speed

30ft., fly 60ft.(perfect)

30ft., fly 60ft.(good)

Armor Class

16 (+2 Dex, +4 Natural)

Attacks

2 Claw +2

Damage

Claw 1d3

Claw 1d2

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate, spell-like abilities

Breath weapon, gate, dying flash

Sq. Qualities

Immunities, regeneration 1, elemental, outsider

Saves

F+3

R+3

W+1

F+3

R+3

W+1

Abilities

Str 10

Dex 15

Con 11

Str 10

Dex 15

Con 11

Int 09

Wis 11

Cha 11

Int 09

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

Half standard

None

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Earth

Ooze

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8+6 (20)

3d8 (14)

Initiative

+1 (Dex)

+2 (Dex)

Speed

30ft., fly 60ft.(average)

30ft., fly 60ft.(good)

Armor Class

15 (+1 Dex, +4 Natural)

14 (+2 Dex, +2 Natural)

Attacks

2 Claw +3

2 Claw +2

Damage

Claw 1d4+1

Claw 1d3

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate, spell-like abilities

Breath weapon, gate

Sq. Qualities

Regeneration 1, elemental, outsider

Saves

F+5

R+2

W+1

F+3

R+3

W+1

Abilities

Str 12

Dex 13

Con 15

Str 10

Dex 15

Con 11

Int 09

Wis 11

Cha 11

Int 09

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

Half standard

Standard

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Fire

Radiant

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8+3 (17)

3d8 (14)

Initiative

+2 (Dex)

Speed

30ft., fly 60ft.(good)

Armor Class

15 (+2 Dex, +3 Natural)

16 (+2 Dex, +4 Natural)

Attacks

2 Claw +2

Damage

Claw 1d3 + 1 fire

Claw 1d3

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate, spell-like abilities

Gate, spell-like abilities

Sq. Qualities

Regeneration 1, elemental, outsider

Saves

F+4

R+3

W+1

F+3

R+3

W+1

Abilities

Str 10

Dex 15

Con 13

Str 10

Dex 15

Con 11

Int 09

Wis 11

Cha 11

Int 09

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

Half standard

None

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Water

Ice

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8 (14)

Initiative

+2 (Dex)

Speed

30ft., fly 60ft.(good)

Armor Class

15 (+2 Dex, +3 Natural)

Attacks

2 Claw +2

Damage

Claw 1d3

Claw 1d2

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate

Breath weapon, gate, chilling touch

Sq. Qualities

Immunities, regeneration 1, elemental, outsider

Saves

F+3

R+3

W+1

F+3

R+3

W+1

Abilities

Str 10

Dex 15

Con 11

Str 10

Dex 15

Con 11

Int 09

Wis 11

Cha 11

Int 09

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

Half standard

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Dust

Salt

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8 (14)

Initiative

+2 (Dex)

Speed

30ft., fly 60ft. (good)

Armor Class

14 (+2 Dex, +2 Natural)

15 (+2 Dex, +3 Natural)

Attacks

2 Claw +2

Damage

Claw 1d2

Claw 1d3 + stun

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate

Breath weapon, gate, stun, spell-like abilities

Sq. Qualities

Immunities, regeneration 1, elemental, outsider

Saves

F+3

R+3

W+1

F+3

R+3

W+1

Abilities

Str 10

Dex 15

Con 11

Str 10

Dex 15

Con 11

Int 9

Wis 11

Cha 11

Int 9

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

None

Half Standard

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Lightning

Mineral

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8 (14)

3d8+6 (20)

Initiative

+2 (Dex)

Speed

30ft., fly 60ft.(average)

Armor Class

16 (+2 Dex, +4 Natural)

Attacks

2 Claw +2

2 Claw +3

Damage

Claw 1d3

Claw 1d4+1

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate, shock

Breath weapon, gate

Sq. Qualities

Immunities, regeneration, elemental, outsider, dying flash

Saves

F+3

R+3

W+1

F+5

R+3

W+1

Abilities

Str 10

Dex 15

Con 11

Str 12

Dex 15

Con 15

Int 9

Wis 11

Cha 11

Int 9

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

None

Half Standard

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Magma

Ash

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8 (14)

Initiative

+2 (Dex)

Speed

30ft., fly 60ft.(average)

30ft., fly 60ft.(good)

Armor Class

14 (+2 Dex, +2 Natural)

15 (+2 Dex, +3 Natural)

Attacks

2 Claw +2

Damage

Claw 1+1d8 fire

Claw 1d3

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate, melting, hardening

Breath weapon, gate, spell-like abilities

Sq. Qualities

Immunities, regeneration 1, elemental, outsider. shapechange

Saves

F+3

R+3

W+1

F+3

R+3

W+1

Abilities

Str 10

Dex 15

Con 11

Str 10

Dex 15

Con 11

Int 7

Wis 11

Cha 11

Int 9

Wis 11

Cha 11

Skills

18

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

Half standard

None

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

Name

Mist

Steam

Type

Varied-size Elemental

Size

Medium

Hit Dice

3d8+6 (20)

3d8+9 (23)

Initiative

+3 (Dex)

Speed

30ft., fly 60ft. (good)

Armor Class

13 (+3 Dex)

Attacks

2 Claw +2

Damage

Claw 1d2

Claw 1d4 + 1 fire and stun

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Breath weapon, gate, spell-like abilities

Breath weapon, gate, stun, spell-like abilities

Sq. Qualities

Regeneration 1, elemental, outsider

Saves

F+5

R+4

W+1

F+6

R+4

W+1

Abilities

Str 10

Dex 17

Con 15

Str 10

Dex 17

Con 17

Int 9

Wis 11

Cha 11

Int 9

Wis 11

Cha 11

Skills

22

Feats

1

 

Climate

Any

Organization

Solitary, or group (2-10)

Rating (CR)

3

Treasure

Half standard

Standard

Alignment

Always Neutral

Advancement

4 – 9 HD (Medium)

 

 

· Breath Weapon (Su):

· Air: Once every round they can blow high velocity grit at one target within 10’ for 1d6 damage.

· Smoke: Once every other round they can throw a sooty ball at one target within 20’ for 1d4 damage and blindness for 1d2 rounds.

· Earth: They can spit a rock to a target within 15’ (1d6hp, 3/day). Extra uses cost the mephit 2hp.

· Ooze: Once every other round, an invisible cloud of gas (no range, 10’ radius) that acts as a Stinking Cloud spell.

· Fire: (3/day) Either a flame jet 15’ long and 1’ wide (1d8+1 to one target; Reflex save DC14 for half), or a fan of flame, that covers a 120Ί arc in front to a distance of 5 feet (4hp damage).

· Water: Once every other round, a stream of acidic water (2d4hp for two rounds, Reflex save DC14 for half in both rounds, 15’ range).

· Ice: Once every other round, up to 3 per day, a volley of ice shards up to 15’ away (1d6hp, reflex save DC14 for half).

· Dust: (3/day) An irritating cloud of glassy dust in a 15’ radius around themselves (Reflex DC14 to avoid scratching for 1 full round or suffering -4 to AC and -2 to attack rolls for 3 rounds).

· Salt: Every round, a single enemy up to 15’ away (1d4 damage and Fortitude save DC14 or be stunned for 1d2 rounds).

· Lightning: (3/day) One target up to 80’ away (3d6 lightning damage, no save). Additional uses cost the mephit 2hp per use.

· Mineral: (3/day) As the glitterdust spell (10’ radius, no range)

· Magma: Once every 3 rounds up to 8 times, a blob of lava to a single enemy up to 10’ away (1d6 fire).

· Ash: Every round but at a cost of 1hp per use, a cloud of choking ash in a 10’ radius (1d6 damage, Fortitude DC14 for half).

· Mist: Every other round up to 3 times per hour, a sickly-green ball of mist that automatically envelops one victim within 10’ (Fortitude save DC14 or take 1d4+1 choking damage, and blinded for 1d4 rounds).

· Steam: Every other round, a scalding jet of water within 20’ range (1d3 damage. Fortitude save DC14 or become stunned for 1 round).

 

· Gate (Su): All attempts have a 25% chance of success.

· Air: They can try once per hour to gate in another air mephit. They avoid doing so because they dislike each other.

· Smoke: Once per hour, 1d2 mephit of fire, magma, smoke, or steam.

· Earth: Once per hour, 1d2 mephit, either earth or magma.

· Ooze: Once per hour, 1 additional ooze mephit.

· Fire: Once per hour, 1 fire, magma, smoke or steam mephit.

· Radiant: Once per hour, 1 radiant mephit.

· Water: Once per hour, 1 water or ice mephit.

· Ice: Once per hour, 1 mist or ice mephit.

· Dust: Once per hour, 1d2 dust mephits.

· Salt: Once per hour, 1 salt mephit.

· Lightning: Once per hour, 1d4 lightning mephit.

· Mineral: Once per hour, 1d2 mineral mephit.

· Magma: Once per hour, 1d2 fire, magma, smoke or steam mephit.

· Ash: Once per hour, 1 ash mephit

· Mist: Once per hour, 1d2 ice or mist mephit.

· Steam: Once per hour, 1d2 fire, magma, smoke or steam mephit.

 

· Spell-like Abilities (Sp):

· Air: Blur (1/hour), Gust of Wind (1/day).

· Smoke: Invisibility (1/day), and Dancing Lights (1/day).

· Earth: Enlarge (1/day, to 10’ height, delivering fists of 2d6 for 1 minute).

· Fire: Magic Missile (1/day, 2 missiles), and Heat Metal (1/day).

· Radiant: Color Spray (1/minute as a 6th level user)

· Salt: Taunt (1/day, origin point can be anything within 10 yards of the mephit).

· Ash: Leomund’s Lamentable Belaborment (1/day, good or neutral target)

· Mist: Wall of Fog (1/day) and Gaseous Form (1/day).

· Steam: Putrefy Food & Drink (1/day) and a Boiling Rainstorm (2d6 damage in a 20’x20’ area, 1/day).

 

· Immunities (Ex):

· Air: Immune to air and gas attacks of all kinds.

· Ooze: Immune to slashing or piercing damage and to fire and water attacks of all types.

· Radiant: Immune to all spells that affects or works through vision, including color magic, visual illusions, but they receive no save against mind-affecting magic.

· Water: Fire subtype. DR 5 / [+1 or bludgeoning].

· Ice: Cold subtype.

· Dust: DR 5 / bludgeoning. Immune to fire, but maximum damage from liquid- and wind-based attacks.

· Salt: Immune to fire, but maximum damage from liquid-based attacks and even ordinary water delivers 1 hp of damage per round of contact.

· Lightning: Immune to fire and electricity.

· Mineral: Immune to gas and vacuum attacks. No need to breathe. DR 5 / [+1 or slashing or bludgeoning]. Gems and jewelry restore hit points to a mineral mephit every 10 cages of value restore 1 lost hp.

· Magma: Immune to fire- and earth-based attacks.

· Ash: Immune to fire, heat, cold, and poison. Double damage from liquid-based attacks and wind-based attacks inflict maximum damage. They do not breathe. DR 5 / [+1 or bludgeoning]

· Steam: Immune to fire and heat damage.

 

· Dying Flash (Ex): When a smoke mephit dies, it disappears in a flash of flame, causing 1 hp of fire damage to all creatures within 10’. When a lightning mephit is doused in liquid (at least 1 gallon) it’s destroyed in a flash (3hp in a 5’ radius).

· Chilling Touch (Ex): The touch of an Ice mephit numbs the limbs of its target, effectively imposing a -1 penalty to all attack rolls per hit. These effects are cumulative and last for 30 minutes or until fully healed.

· Stun (Ex): Anyone hit by a salt mephit must succeed a Fortitude save (DC14) or become stunned for 1d2 rounds due to excruciating pain of a salted wound.

· Shock (Ex): Lightning mephits are immune to nonmagical metal weapons, and in addition the attack harms the attacker for 1d3 electrical damage.

· Regeneration (Ex): Lightning mephit regenerate all damage on contact with an electrical source, such another mephit’s lightning bolt.

· Melting (Ex): The touch of a magma mephit automatically melts or burns most nonmagical materials. The rate of destruction varies from 3 rounds (melting plate armor) to one hour (burning through a foot of wood).

· Shapechange (Su): Magma mephits can turn themselves into a pool of lava 3’ in diameter and six inches deep. They take damage normally in this form.

· Hardening (Ex): Water in large quantities (a barrel or more) causes the magma mephit to harden, halving its movement. However, this releases large quantities of sulfurous steam, necessitating a Fortitude save (DC14) for any creatures within 10’. Failure causes dizziness and nausea for 2 rounds, and the victim takes -2 on attack rolls.

· Elemental: Immune to poison, sleep, paralysis, stunning, critical hits, flanking. Darkvision 60ft.

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

1