The various mephits are immature corrupted elementals and sometimes act as messengers and errand-runners of the powerful creatures of the Lower Planes. They are common inhabitants of all these locales, from the Elemental planes to the Nine Hells and the Abyss. Their alignment varies, depending on their plane of origin, but they are always evil.
When mephits appear on the Prime Material Plane, they always have some demoniac or diabolic mission to perform (or a similar mission from another such evil personage). This can vary from a rigorous task (for example seeking out a particular victim and capturing him for transportation to Hades) to a more general mission (such as indiscriminate looting and killing).
Mephits are connoisseurs of the vulgar and tasteless; they share an extraordinarily twisted sense of humor (to a mephit, the sight of a creature writhing in agony is excruciatingly funny). They delight particularly in tormenting the helpless. They adopt a strutting gait and have shrill voices (they all speak a common mephit tongue and their alignment language; some may have learned the Common language based on the Prime plane they operate on).
All mephits are about 5 ft. tall, with functional wings and fangs. Other forms of mephit are thought to exist though there is as yet no positive identification of type.
So far as can be ascertained, no particular type of mephit is more or less common on any of the Lower Planes—the types appear to be distributed in an indiscriminate fashion.
Always Evil Man-sized Monster (aerial, elemental) (5 ft. tall)
Surprise normal; Senses infravision 60 ft.
Armor Class 5
Hit Points 16 (HD 3+1; 3d8+3)
Move 12"; fly 24" (Class B)
Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
Special Defenses immune to fire
Magic Resistance standard
To Hit AC 0: 16
Melee 2 claws (1d3+1/1d3+1; the +1 is fire damage)
Special Attacks breath weapon, heat; Hits As normal
Morale 61%
Intelligence average (8-10)
Languages Alignment language, mephit (Common)
Level III
Spell-like Abilities. (CL 3)
1/hour—gate (25% chance; one fire, lava, smoke or steam mephit [roll a 1d4 to determine type])
1/day—heat metal, magic missile (2 missiles)
Breath Weapon. (major, 1 segment) 3/day. This is either a jet of flame 15 ft. long and 1 ft. in diameter which automatically hits a designated target in range and any in the area must make a Dexterity save vs. Breath or take 1d8+1 fire damage (save for half). Otherwise, the mephit can vomit a blanket of flame in a 5 ft. square immediately in front of the creature causing 4 points of fire damage (no save).
Heat. Anything touching the mephit takes 1 point of fire damage. Objects or weapons must save vs. Normal Fire or become broken (if the save required is less than 5) otherwise the object is destroyed.
Fire mephits are mischievous creatures that are dull red in color, with thin streaks of black. Their bodies are surrounded with wisps of flame (they give off light as a torch).
Always Evil Man-sized Monster (aerial, aquatic [lava only], elemental) (5 ft. tall)
Surprise normal; Senses infravision 60 ft.
Armor Class 6
Hit Points 13 (HD 3; 3d8); regeneration 2 h.p. per round if in contact with lava
Move 12"; fly 24" (Class B); can move through lava
Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
Special Defenses immune to fire
Magic Resistance standard
To Hit AC 0: 16
Melee 2 claws (1d8+1/1d8+1; the 1d8 is fire damage)
Special Attacks breath weapon, heat; Hits As normal
Morale 60%
Intelligence average (8-10)
Languages Alignment language, mephit (Common)
Level IV
Spell-like Abilities. (CL 3)
1/hour—gate (25% chance; 1d2 mephits of fire, lava, smoke or steam mephit [roll a 1d4 to determine type, if 2 appear both will be the same type])
Breath Weapon. (major, 1 segment) 8/day*. A lava mephit can cough a molten blob of lava at any target within 10 ft. causing 1d6 fire damage (automatically hits, no save).
* This breath weapon will automatically recharge if the mephit is in contact with lava.
Heat. Anything touching the mephit takes 1d8 fire damage. Objects or weapons must save vs. Magical Fire or become broken (if the save required is less than 5) otherwise the object is destroyed.
Melting Touch. The touch of the lava mephit automatically dissolves materials dissolving wood slowly at but one inch thickness per hour and metals quickly—destroying plate-type armor (including splint, banded or plate) in 3 rounds or chain-type armor (including chain, ring or scale) in 2 rounds. Leather armors (leather, studded, or padded) are destroyed in 5 rounds. If in combat, the mephit must be grappling the wearer.
Shape Change. (major, 1 segment) A lava mephit can shape change (per the spell) into a (magically non-crust forming) pool of molten lava which is immobile unless affected by gravity. The lava will effectively destroy anything that is affected by heat/fire that comes into contact with it (for example a booted foot). Depending upon the circumstances, a Dexterity save vs. Petrify could be given to pull an extremity back before it is destroyed (damage could depend on surface area of contact, length of time and type of covering if any; for example, in the case of a booted foot quickly pulled away, the damage could be as low as 1d8 fire damage with the boot being destroyed). Heat can be felt from the pool up to 30 feet away and it sheds light as a lantern (30 ft. radius). Lava is dense and viscous so objects don't plunge into it but get stuck (boiling, melting, immolating) to the surface.
Lava mephits are dull red in color and constantly ooze molten lava from their bodies in small drops, just as though it were very heavy perspiration. The heat from their bodies can be sensed from at least 30 feet away and they give off light as a lantern.
Always Evil Man-sized Monster (aerial, elemental) (5 ft. tall)
Surprise normal; Senses infravision 60 ft.
Armor Class 4
Hit Points 13 (HD 3; 3d8)
Move 12"; fly 24" (Class B)
Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
Special Defenses immune to fire
Magic Resistance standard
To Hit AC 0: 16
Melee 2 claws (1d2/1d2)
Special Attacks breath weapon; Hits As normal
Morale 60%
Intelligence average (8-10)
Languages Alignment language, mephit (Common)
Level III
Spell-like Abilities. (CL 3)
1/hour—gate (20% chance; 1d2 mephits of fire, lava, smoke or steam mephit [roll a 1d4 to determine type, if 2 appear both will be the same type])
1/day—dancing lights, invisibility
Breath Weapon. (major, 1 segment) Usable 1 per 2 rounds. A smoke mephit can discharge a sooty ball of smoke at any target within 20 ft. causing 1d4 damage (automatically hits) and the victim must make a Dexterity save vs. Breath or be blinded for 1d2 rounds (save negates blindness).
The smoke mephit is black in color and has smoke oozing from its body. It will inhabit smoky and dark areas while on the Prime Material Plane and will never emerge into bright light unless forced to do so.
Always Evil Man-sized Monster (aerial, aquatic, elemental) (5 ft. tall)
Surprise normal; Senses infravision 60 ft.
Armor Class 7
Hit Points 22 (HD 3+3; 3d8+9)
Move 12"; fly 24" (Class B); swim 12"
Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
Special Defenses immune to fire
Magic Resistance standard
To Hit AC 0: 16
Melee 2 claws (1d4/1d4)
Special Attacks breath weapon, heat; Hits As normal
Morale 63%
Intelligence average (8-10)
Languages Alignment language, mephit (Common)
Level IV
Spell-like Abilities. (CL 3)
1/hour—contaminate water (reverse of purify water), gate (30% chance; 1d2 mephits of fire, lava, smoke or steam mephit [roll a 1d4 to determine type, if 2 appear both will be the same type])
Breath Weapon. (major, 1 segment) Usable 1 per 2 rounds. A steam mephit can breathe a jet of scalding water at any target within 20 ft. causing 1d3 fire damage (automatically hits) and the victim must make a Dexterity save vs. Breath or be stunned for 10 segments (save negates stunning).
Heat. Any creature touching the mephit with bare flesh takes 1 point of fire damage and the creature must make a Dexterity save vs. Breath or be stunned for 10 segments (save negates stunning).
Rainstorm. (spell-like, 1 segment) 1/day. The mephit can call down a rainstorm of boiling water up with an origination point up to 30 feet away and a 20 ft. radius area of effect. The boiling water causes 2d6 fire damage to all in the area of effect (no save). The mephit is immune to this damage.
These mephits are gray in color and constantly ooze hot water, leaving a steaming trail of water behind them when they move.
Levels Fire/Smoke. III. Lava/Steam. IV.
Frequency. Very Rare; In Lair nil
Number Appearing. 1 (Level III. 1 [type determine randomly])
Environment. Underground
Treasure Type. Fire. 2d6 p.p. per individual; Lava/Smoke. 1d10 p.p. per individual; Steam. 3d6 p.p. per individual;
Experience. Fire. XP 379 (or 315+4 per h.p.); Lava. XP 369 (or 330+3 per h.p.); Smoke. XP 189 (or 150+3 per h.p.); Steam. XP 403 (or 315+4 per h.p.);