Mephit, Smoke

(Generated 74 times)
Namelist None
Rank Novice
Race Gargoyle, Lesser Horned
Cult rank None
Notes This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along. It is about four feet (120 centimeters) tall and weighed about 10 pounds (about 5 kilograms). Smoke mephits enjoy combat (when they can be bothered) and rush headlong into it, slashing with their claws. If a smoke mephit can draw its opponents to within 20 feet of its position, it creates an ember storm. A smoke mephit heals 2 hits a round if it is exposed to smoke or soot (whether magically created or mundane in nature). They have an ability called cinder breath, which consisted of smoldering ash, that blinded those caught in it. They also have the innate powers to surround themselves with a blurring cloud of smoke about once every hour or create a downpour of white-hot embers once per day. Special Attacks breath weapon (15-foot cone, opposed Evade vs attack roll for no effect) The mephit can unleash a particular breath weapon every 4 rounds as an action. The breath weapon exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on an opposed evaded, living creatures that fail against the smoke mephit’s breath weapon are tormented by burning eyes and blinded for 1d2+2 turns. Spell-Like Abilities 1/day—summon: (1 mephit of the same type 25% chance) blur 1/hour: lasts 6 minutes. The subject’s outline appears blurred, shifting, and wavering. (20% chance attack misses) Ember Storm 1/day: Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20- foot radius. Living creatures caught in the storm take 2d6 points of fire damage to 1d4+3 locations, Armour provides half protection.(standard Evade roll for half damage and locations) Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. Weakness to Cold: take extra half damage for cold attacks. Any non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved.
STR 2d6+2
CON 2d6+2
SIZ 1d3+6
DEX 2d6+4
INT 1d6+6
POW 1d12+6
CHA 2d6+6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10 Chest 2
11-12 Right Wing 2
13-14 Left Wing 2
15-16 Right Arm 2
17-18 Left Arm 2
19-20 Head 2
Movement 4 m (6 m fly)
Natural armor Yes

Non-random features

Ability ***Weakness*** Weakness against environment or Rune
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Immunity to fire***
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.

Standard skills

Athletics STR+DEX+15 Brawn STR+SIZ+15 Deceit INT+CHA+30
Endurance CON+CON+40 Evade DEX+DEX+20 Influence CHA+CHA+30
Insight INT+POW+30 Perception INT+POW+30 Stealth DEX+INT+30
Willpower POW+POW+30

Custom skills

Fly DEX+DEX+50 Passon: lazy, but quick to anger CHA+POW+4d10+5

Combat styles

Smokey AssaultSTR+DEX+4d10+5

Weapon options

1-handed weapons

Amount: 2
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Smoke breath (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claws 1h-melee 1d4 S S - Grip, bleed Y Y 6 6 Claw
Smoke breath ranged 1d4 - - - see text N Y 0 0 head

Folk spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
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