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Monday, September 27, 2004

DnD: Blood Mephit 

Rock was looking for a new special familiar, and we toyed with a couple of ideas that tied into the fact that he's a Blood Magus -- something like a vampire bat or a stirge. But, we settled on a whole new type of creature, the Blood mephit. It's similar to the other types of mephits in power and abilities, but it's special abilities revolve around blood. Here's the new creature that I created in both 3E and 3.5 (since they're slightly different).

Blood Mephit (3E)
Small Outsider (Water)
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
AC: 16 (+1 size, +5 natural)
Attacks: 2 claws +5 melee
Damage: Claw 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Fast healing 2, damage reduction 5/+1
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 16, Int 12, Wis 11, Cha 13
Skills: Bluff +5, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm(5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Level Adjustment: +3 (cohort)

Breath Weapon (Su): Cone of bloody liquid, 15 feet; damage 1d4 hp + Cause Fear, Will negates DC 12.

Spell-Like Abilities: Once per hour a blood mephit can attempt to Charm Person as if cast by a 3rd-level Sorceror. Once per day it can use a touch attack that duplicates the effect of Vampiric Touch as cast by a 6th-level sorcerer.

Fast Healing (Ex): A blood mephit heals only if it rubs its body with a pint of blood. A pint last for 1 minute.

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. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Blood Mephit (3.5)
Small Outsider (Water, Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
AC: 16 (+1 size, +5 natural)
Attacks: 2 claws +5 melee
Damage: Claw 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Fast healing 2, damage reduction 5/magic, darkvision 60 ft.
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 16, Int 12, Wis 11, Cha 13
Skills: Bluff +5, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats: Power Attack, Toughness
Climate/Terrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm(5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Level Adjustment: +3 (cohort)

Breath Weapon (Su): Cone of bloody liquid, 15 feet; damage 1d4 hp + Cause Fear, Will negates DC 12.

Spell-Like Abilities: Once per hour a blood mephit can attempt to Charm Person as if cast by a 3rd-level Sorceror. Once per day it can use a touch attack that duplicates the effect of Vampiric Touch as cast by a 6th-level sorcerer.

Fast Healing (Ex): A blood mephit heals only if it rubs its body with a pint of blood. A pint last for 1 minute.

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. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.