Static Mephit (3.5e Creature)

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Static 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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Static mephits come from the Elemental Plane of Thunder. An electricity mephit is about 4 feet tall and weighs about 1 pound.

Static mephits speak Common and Joltan.

Combat[edit]

Breath Weapon (Su): 20-foot line of static electricity, damage 1d4 electricity, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and dazzled eyes unless they have immunity to electricity or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

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

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



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