Mephits are imp-like elementals typically chained to the Prime Plane to carry out some task requiring primarily heat. Steam production, forge-work, etc. are common uses. Needless to say, the mephits used in such a way are unhappy with their circumstance and seek to free themselves. All mephits are evil, in that they seek to repay others in malevolent ways. Fire mephits tend toward chaos, magma tend toward law, and steam tend toward neutrality. Mephits happily summon others of their kind. When a mephit is destroyed, a chunk of platinum equal to a number of coins is left behind. Often this metal is hot and requires 10 minutes to cool down.
Environment. Underground
Always Evil Man-sized Elemental (fire, extraplanar) (5 ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 1 (III. 1)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5
SPEED: 120 ft.; fly 240 ft. (Class B; -/- hp)
HIT DICE: 3 + 1 (hp 14)
% IN LAIR: nil
TREASURE TYPE: 2d6 p.p. each
ATTACK AC 0: 16
MELEE: 2 claws (1d3+1/1d3+1)
SPECIAL ATTACKS: breath weapon, heat; Hits As: normal
SPECIAL DEFENSES: immune to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +16%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common, Mephit (elemental)
LEVEL: III (XP 379 or 315+4 per h.p.)
Spell-like Abilities. (CL 3)
1/day—heat metal, magic missile
Breath Weapon. 3/day (major) This is either a jet of flame or a pool of flame. A jet of flame is 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 discharge a blanket of flame in a 5 ft. square immediately in front of the creature causing 4 points of fire damage (no save) which lasts for 6 rounds.
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. The creatures claws do 1d3 damage each, the +1 is fire damage.
Conjure Mephit. 1/hour (major) A mephit may (25% chance of success) be able to conjure one mephit of either 1-2. fire, 3. magma, or 4. steam (roll 1d4 to determine type). This innate ability works like a summon monster I spell although the duration is variable (duration lasts for the encounter).
Always Evil Man-sized Elemental (fire, extraplanar) (5 ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 1 (III. 1)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 6
SPEED: 120 ft.; fly 240 ft. (Class B; -/- hp); can move through lava
HIT DICE: 3 (hp 13); regeneration 2 (if in contact with lava)
% IN LAIR: nil
TREASURE TYPE: 1d10 p.p. each
ATTACK AC 0: 16
MELEE: 2 claws (1d8+1/1d8+1)
SPECIAL ATTACKS: breath weapon, heat; Hits As: normal
SPECIAL DEFENSES: immune to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common, Mephit (elemental)
LEVEL: IV (XP 369 or 330+3 per h.p.)
Breath Weapon. 8/day (major). Magma mephits can expel a blob of lava at any target in melee range which automatically hits for 1d6 fire damage (no save). The breath weapon will automatically fully recharge for the day if the mephit comes 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. The creatures claws do 1 point of damage each, the 1d8 is fire damage.
Melting Touch. Magma mephits can dissolve materials vulnerable to lava-type heat at a touch. Plate-type metals (including armor) in 3 rounds and metal links (chain/ring/scale armors) in 2 rounds. Non-metal materials burn more slowly: non-metal armor is burned in 5 rounds and wood at only 1-inch per hour of contact. In combat the mephit must be grappling to make continuous contact.
Shape Change. (major) A magma 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 would 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.
Conjure Mephit. 1/hour (major) A mephit may (25% chance of success) be able to conjure one mephit of either 1. fire, 2-3. magma, or 4. steam (roll 1d4 to determine type). This innate ability works like a summon monster I spell although the duration is variable (duration lasts for the encounter).
Always Evil Man-sized Elemental (aerial, aquatic, fire, extraplanar) (5 ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 1 (III. 1)
SURPRISE: 30%
SENSES: infravision
ARMOR CLASS: 7
SPEED: 120 ft.; fly 240 ft. (Class B; -/- hp); swim 120-ft.
HIT DICE: 3 + 3 (hp 17)
% IN LAIR: nil
TREASURE TYPE: 3d6 p.p. each
ATTACK AC 0: 16
MELEE: 2 claws (1d4/1d4)
SPECIAL ATTACKS: breath weapon, heat; Hits As: normal
SPECIAL DEFENSES: immune to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +18%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common, Mephit (elemental)
LEVEL: IV (XP 403 or 315+4 per h.p.)
Spell-like Abilities. (CL 3)
1/hour—contaminate water (reverse of purify water)
Breath Weapon. 1/2 rounds (major). Steam mephits can expel a stream of scalding water at any target in 20 ft. which automatically hits for 1d3 fire damage (no save) and the victim must make a Dexterity save vs. Breath or be stunned for 1 round (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 1 round (save negates stunning).
Rainstorm. 1/day (major) A steam mephit can call down boiling water with an origination point of 30 feet and a 20 foot radius area of effect causing 2d6 fire damage (no save).
Conjure Mephit. 1/hour (major) A steam mephit may (30% chance of success) be able to conjure 1d2 mephits of either 1. fire, 2. magma, or 3-4. steam (roll 1d4 to determine type; all are the same type). This innate ability works like a summon monster I spell although the duration is variable (duration lasts for the encounter).