D&D Nolzurs Marvelous Unpainted Miniatures: Wave 7: Blights 4.7 out of 5 stars 147. Wind disperses the cloud, which otherwise lasts for 1 minute. 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. 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). $5.29. Air mephits speak Common and Auran. (~0.5 kg)[2] Magma Mephit. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Small elemental, neutral evil . It's simply a ressource to know what's aviable when chosing a familiar. Size Common[2][1]Auran[2]Primordial[1] Type: Air Outsider . The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. A mephit that has just been summoned cannot use its own summon ability for 1 hour. Humanoid 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. 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. Frost Breath (Recharge 6): The mephit normally exhales the 15-foot cone of the cold air. Air mephit ~1 lb. Dehydrate (Su) Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Innate Spellcasting (1/Day): The mephit can … Air Mephits are Air Outsider type monsters. The DC is Constitution-based and includes a +1 racial bonus. 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. Innate Spellcasting. The save DC is Constitution-based and includes a +1 racial bonus. The breath weapon of a salt mephit is a cone of salt crystals that deals 1d4 slashing damage. Download files and build them with your 3D printer, laser cutter, or CNC. Innate Spellcating (1/Day). Switch to Pathfinder(3.75) mode. 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. A mephit that has just been summoned cannot use its own summon ability for 1 hour. [1] They had whirlwinds where one would expect their legs to be. See the individual descriptions for details. Air mephlings can fly. 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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fast Healing . 4‒5 ft (120‒150 cm)[2][3] They had pale white skin. If they need to move, they usually sneak again and go out of sight. Jump to: navigation, search. The save DC is Constitution-based and includes a +1 racial bonus. Armor class 11 Hit points 22 (5d6 + 5) Speed 30 ft., fly 30 ft. A mephit that has just been summoned cannot use its own summon ability for 1 hour. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. Air 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). Everquest Item Information for Air Mephit Blood. Air mephits call the plane of Lamannia home. Senses darkvision 60 ft., passive Perception 12 They are curious, impish creatures with small wings and tiny horns. Most are drawn from the various elemental and quasi-elemental planes. Fast Healing . Forgotten Realms Wiki is a FANDOM Games Community. 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. Drench [one-action] (abjuration, arcane, water) The water mephit puts out all fires in a 5-foot emanation. Skills Perception +2, Stealth +5 Challenge 1/2 (100 XP). The air mephits skin in a light sky blue and they are always surrounded by flowing air currents. | 5th Edition SRD When the mephit dies, it explodes in a burst of dust. Frost Breath (Recharge 6): The mephit normally exhales the 15-foot cone of the cold air. Damage Immunities poison Air Mephit. 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. Like all mephits, air mephits were impish in appearance and had wispy wings,[2] which sprouted from their humanoid upper torsos. 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. Air mephit: Chaotic and destructive, mephits come in many shapes and have a wide range of abilities. 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). Hit Points 21 (6d6) [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. Size They are more curious than malicious, though each individual’s nature varies depending on the essence of the element that birthed it. They had pale white skin. CR: ♦3 Normal ♥5 Hard ♠8 Elite OR Summoned by another mephit: ♦3 Normal ♥3 Hard ♠3 Elite. Lightning mephits found anywhere except their home plane will be encountered in areas where lightning and storms are … Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. Wings, whirlwind instead of legs[2][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. Special Traits. Abrasive Breath - Piercing damage, and chance of Disorientation. Innate Spellcasting (1/Day). Air mephits come from the Elemental Plane of Air. Language(s) It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Roll d%: On a failure, no creature answers the summons. Air Mephit Ancestral Anthologies Vol. 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. 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 These mephits are whimsical and prone to distraction. The sphere is heavily obscured. Average weight Once per hour air mephits can cast blur on themselves at 3rd level of magic use. | d20 Anime SRD Description Combat . The air mephit can’t use Breath Weapon again for 1d4 rounds. Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. When the mephit dies, it explodes in a burst of dust. They had the ability to breathe a conical cloud of dust and grit. | PF2 SRD. General Information They regenerate 1 hp per turn automatically. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. 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. Traveller SRD [1], Air mephits could heal themselves as long as there was moving air present. D & D Minis: Air Mephit # 12 - Unhallowed $6.31. An air mephit is about 4 feet tall and weighs about 1 pound. Sub-race: Air Mephit . WT: 0.1 Size: TINY Class: ALL Race: ALL Size: TINY: Weight: 0.1 : This item can be used in tradeskills. Like all mephits, air mephits were impish in appearance and had wispy wings, which sprouted from their humanoid upper torsos. Condition Immunities poisoned See the individual descriptions for details. The mephit exhales lightning in a 15-foot line that is 1-foot wide. Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers for their first mission. An air mephit looks like a small winged humanoid about the size of a halfling.From its back protrude a … 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). Innate Spellcasting (1/Day). Vision Air | 13th Age SRD 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. [2][1], Air mephits tended to me more skittish than other mephits. 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). This site may earn affiliate commissions from the links on this page. They had pale white skin. Alignment 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. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. Pale white[2] | OGN Articles Homeland(s) Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. The mephit can innately cast … Latest 5th Edition Products in the Open Gaming Store! Elemental Plane of Air[2] | The Modern Path SRD The breath weapon of an air mephit is a cone of sand and grit that deals 1d8 slashing damage. Movement A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. They regenerate 1 hp per turn automatically. | 3.5e SRD They can produce gusts of wind, and their healing occurs when exposed to winds. Death Burst.When the mephit dies, it explodes in a burst of flame. 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. Subtype(s) A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. 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. The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity. Air Mephits are usually sneaking on spawn. | Here Be Monsters Contact Info. Air mephits are commonly found on the Plane of Air. Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. A depiction of an air mephit, wrongly showing legs. Qualities . Traits Death Burst: When the mephit dies, it explodes in a burst of dust. Magma 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. Medium From its back protrude a pair of thin, leathery, bat-like wings. 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. | d20HeroSRD A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success Traits Death Burst: When the mephit dies, it explodes in a cloud of steam. Here are the attributes of flying sword 5e Take your favorite fandoms with you and never miss a beat. Air mephits come from the Elemental Plane of Air. 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 Main Page: Forums [License Info] Contact the Overlord A Reflex save halves the damage and negates the sickened effect. [1], The drow god Vhaeraun was served by air mephits, and they were sometimes sent by him to aid his followers.[4]. They had whirlwinds where one would expect their legs to … | Fudge SRD Cornugons were ogre-sized creatures whose bodies reached up to 9 ft (2.7 m). The sphere is heavily obscured. DESCRIPTION. 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. 4e Small Roll me a Nature check, to see how much you know about Orcs and Half-Orcs. Once per hour air mephits can cast blur on themselves at 3rd level of magic use. Challenge rating Skin color(s) Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. Wind disperses the cloud, which otherwise lasts for 1 minute. Average height | GumshoeSRD The mephit exhales a 15-foot cone of cold air. The presence they possessed was considered intimidating even to other devils, as their massive wings, sweeping horns, and serpentine tails furthered their frightening appearance. Flying[2] Traits Death Burst: When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. An air mephit attacks with two claws (1d3 damage each). Although they are often described as impish, their elemental origins are apparent. 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. | Swords and Wizardry SRD 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. Innate Spellcating (1/Day). Air mephits are commonly found on the Plane of Air. ; 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. Only 2 left in stock - order soon. 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’ … The air mephit can’t use Breath Weapon again for 1d4 rounds. From the introduction: Some mud mephits elected this cave as their lair. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. ECOLOGY. 2nd Edition Statistics[3] 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). Air mephits are immune to air and gas attacks of all kinds. Attack: Claws , Abrasive Breath (Piercing + Disorientation), Shocking Grasp, Gust of Wind | Design Finder 2018 They were 600 lb (270 kg), roughly humanoid beings with bodies sheathed in repulsive scales. Back to Main Page → 3.5e Open Game Content → System Reference Document → Creatures They prefer the joys of traveling and the playing of wind instruments. Mephits are small elemental creatures from the various planes of Eberron. Email John Reyst at jreyst@gmail.com with any errors or requests!