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## Some Monsters

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Koumei
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### Some Monsters

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Post by Koumei » Thu Apr 27, 2023 8:15 am

While I'm away doing dog-sitting for family... (the Mephits here are largely based on old AD&D entries)
Ash Mephit
Small Outsider [Cold, Extraplanar, Fire]
Hit Dice: 3d8 (13 HP)
Initiative: +3
Speed: 30' (6 squares), Fly 50' (Perfect)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +3/-1
Attack: Claw +7 (1d3)
Full Attack: 2 Claws +7 (1d3)
Space/Reach: 5'/5'
Special Attacks: Breath Weapon, Spell-Like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/Magic, Darkvision 60', Fast Healing 2, Water Weakness, Poison Immunity
Saving Throws: Fort +3 Ref +6 Will +3
Abilities: Str 10 Dex 17 Con 10 Int 6 Will 11 Cha 15
Skills: Bluff +8, Concentration +6, Hide +13, Move Silently +9, Sleight of Hand +9, Spot +6
Feats: Dodge, Weapon Finesse
Environment: Para-Elemental Plane of Ash, Elemental Plane of Fire
Organisation: 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: +0
Leaving stains of ash and soot everywhere they go, Ash mephits are typically depressed, gloomy, and constantly talking about their sorrows, boredom and frustrations. That said, some are also mischievous little pricks who just like making everything messy and dirty, and others are more like goths - delighting in situations that look gloomy and miserable to outsiders, but actually cheerful.
Water Weakness (Ex): water is extremely harmfull to Ash Mephits - they treat any kind of water the same way most creatures treat Acid. This does not apply to lava (to which they are Immune because of the [Fire] Subtype) or mud. They are also unable to hold their breath underwater, and begin drowning immediately.
Breath Weapon (Su): 10' Cone of choking ash and soot, causing creatures in the area to be Nauseated for one round on a failed Fortitude Save, DC 12. The Save DC is Constitution-based and includes a +1 Racial bonus.
Fast Healing (Ex): when touching ash and the remnants of burned things.
Spell-Like Abilities (Sp): 1/hour - Mudball; 1/day - Lamentable Belaborment (see below - also an adaptation of an old AD&D spell)
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Leomund's Lamentable Belaborment
School: Enchantment [Compulsion, Language-Dependent, Mind-Affecting]
Level: Bard 1, Sorcerer/Wizard 2
Casting Time: 1 standard action
Components: V, S
Range: Close
Area: 10' radius Spread
Duration: one round per level; see text
Saving Throw: Will negates
Spell Resistance: yes
This spell is designed to infuriate those who hear it, as well as those who have to convert it into an easy-to-parse sensible 3Ed spell. It inevitably draws people in to debate and argue for a long time.
The caster must begin by speaking about a subject, preventing this from being cast Silently. Those in the area are entitled to a Will Save to be completely unaffected. Those who fail the save are then drawn into deep conversation on the topic, compelled to give their complete opinion and re-state it again and again if necessary. They are treated as Fascinated for the duration, or until interrupted by violence or similar. When the duration ends (but not if interrupted), those affected by it must succeed at a second Will Save or be Dazed for one round by the influx of useless information they have both spouted and heard.

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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### Re: Some Monsters

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Post by Koumei » Thu Apr 27, 2023 8:18 am

Radiant Mephit
Small Outsider [Extraplanar, Fire]
Hit Dice: 3d8 (13 HP)
Initiative: +3
Speed: 30' (6 squares), Fly 50' (Perfect)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +3/-1
Attack: Claw +7 (1d3)
Full Attack: 2 Claws +7 (1d3)
Space/Reach: 5'/5'
Special Attacks: Breath Weapon, Spell-Like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/Magic, Darkvision 60', Creature of Light, Fast Healing 2
Saving Throws: Fort +3 Ref +6 Will +3
Abilities: Str 10 Dex 17 Con 10 Int 6 Will 11 Cha 15
Skills: Bluff +8, Concentration +6, Diplomacy +8, Search +4, Sleight of Hand +9, Spot +6
Feats: Dodge, Weapon Finesse
Environment: Para-Elemental Plane of Radiance, Elemental Plane of Fire, Positive Energy Plane
Organisation: 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: +0
The majority of Radiant Mephits are perpetually mesmerised by the Plane of Radiance even outside it. It's just a permenant effect, resulting in poor attention spans and occasional wonder and amazement at things only they can see. This isn't always the case, with some instead seeing themselves as beacons of radiance that must be heroes or whatever.
Breath Weapon (Su): 15' Cone of brilliant light, causing Blindness for 2 rounds on a failed Reflex Save, DC 12. This is treated as sunlight for those creatures particularly vulnerable to it, and furthermore, all Undead within the area must pass a Will Save (same DC) or be Turned - and those with fewer HD than half that of the Mephit are indeed Destroyed. The Save DC is Constitution-based and includes a +1 Racial bonus. It is considered a [Light] effect.
Fast Healing (Ex): when in light at least as bright as full daylight.
Spell-Like Abilities (Sp): 1/hour - Color Spray; 1/day - Euphoric Cloud
Creature of Light (Ex): the Radiant Mephit is Immune to [Light] effects, the Blinded condition, visual aspects to Illusions, and visually-triggered magical effects such as Symbol spells, Explosive Runes and Sepia Snake Sigil. However, it takes damage from magical [Darkness] effects equal to 1d8 per Spell Level, or 1d4 for Cantrips and Orisons. This applies in addition to any other effects, and applies every single round that contact is maintained.

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei
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  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

### Re: Some Monsters

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Post by Koumei » Thu Apr 27, 2023 8:20 am

Mineral Mephit
Small Outsider [Extraplanar, Earth]
Hit Dice: 3d8+6 (19 HP)
Initiative: -1
Speed: 30' (6 squares), Fly 40' (Average)
Armor Class: 16 (+1 Size, -1 Dex, +6 Natural), Touch 10, Flat-footed 16
BAB/Grapple: +3/+2
Attack: Claw +7 (1d3+3)
Full Attack: 2 Claws +7 (1d3+3)
Space/Reach: 5'/5'
Special Attacks: Breath Weapon, Spell-Like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/Magic, Darkvision 60', Fast Healing 2, Mineral Form
Saving Throws: Fort +4 Ref +2 Will +5
Abilities: Str 17 Dex 8 Con 13 Int 6 Will 11 Cha 15
Skills: Appraise +4, Bluff +8, Diplomacy +8, Listen +6, Search +4, Spot +6
Feats: Iron Will, Toughness
Environment: Para-Elemental Plane of Minerals, Elemental Plane of Earth
Organisation: Solitary (1), Gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard (roll up the usual stuff then convert its market value into coins and gems)
Alignment: Usually Neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +0
Mineral Mephits, composed of fragments of shining and semi-precious minerals, are typically self-centred, stubborn and greedy. They make vigilant guards of treasure of middling value - anything too cheap, and you're wasting your time summoning Outsiders for the task (and they might not value the goods enough to bother protecting them). Anything too expensive, and you want more powerful creatures. But if you're still looking for someone to guard a cache of diamonds, they will do so with surprising loyalty.
Mineral Form (Ex): Mineral Mephits are almost entirely made of various rocks. They are immune to all gases, however they are Vulnerable to [Sonic] damage, suffering an extra 50%, and if exposed to the spell Transmute Rock to Mud they lose access to their Natural Armour and Damage Reduction for three rounds.
Breath Weapon (Su): 10' Cone of tiny crystal particles, damage 1d4 Piercing, Reflex DC 13 half. Living creatures that fail their saves are irritated and afflicted with partial blindness from fragments in their eyes. 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. It is considered a [Light] effect.
Fast Healing (Ex): when touching stone.
Spell-Like Abilities (Sp): 1/hour - Earth Glide for three rounds; 1/day - Rainbow Beam

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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JonSetanta
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  Joined: Fri Mar 07, 2008 7:54 pm
  Location: interbutts

### Re: Some Monsters

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Post by JonSetanta » Sun May 28, 2023 2:37 pm

Very nice. These needed an update from AD&D for a long time.
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