Thunder Mephit (3.5e Creature)

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Thunder Mephit[edit]

Size/Type: Small Outsider (Electricity, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3 plus 1d4 electricity)
Full Attack: 2 claws +4 melee (1d3 plus 1d4 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to electricity, fast healing 2
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: Dodge, Improved Initiative
Environment: Elemental Plane of Thunder
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3 (cohort)
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Thunder mephits come from the Elemental Plane of Thunder. A thunder mephit is about 4 feet tall and weighs about 1 pound.

Thunder mephits speak Common and Joltan.

Combat[edit]

Breath Weapon (Su): 30-foot line of electricity, damage 1d8 electricity, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: 1/hour-Lightning Ray (DC 14, caster level 3rd); 1/day-lightning bolt (DC 14, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An electricity mephit heals only if it is struck by an electricity effect or spell, or is touching something that is electric.



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