Mephit, Ash [383]

Climat/Terrain Any
Organisation Solitary
Fréquence Commun
Diète Special
Cycle d'activité Any
Intelligence 8-10 - Intelligence moyenne (humain)
Trésor Nil
Alignement Neutre Absolu
Nombres 1
Classe d'armure 5
Mouvement Au sol : 12"
Vol : 24" - Classe de vol : B
Nage :
Enfouissement :
Web :
Dés de vie 3
Thac0 17
Nbre d'attaques 2
Dommage / attaques 1-3/1-3
Attaques spéciales Belaborment
Défenses spéciales See below
Résistance à la magie Nil
Taille M - man-size ( 4+' to 7' )
(5’ tall)
Morale 8-10 - Moyen
Valeur en XP 420 xp

Commentaires : Profoundly depressed and lugubrious, ash mephits make adequate sentries and messengers, but they impose upon passersby with endless tales of their sorrows, boredom, and frustrations.

Ash mephits have powdery gray skin and wings (“You’re so lucky not to have wings, they get fouled in everything and it’s not like I ever asked to fly”), no external ears (“And even so I hear this persistent ringing, a ringing, you know, it just never stops”), and a nasal whining voice (“Am 1 boring you? I’d haaate to think I was boring you”). Scholars suppose that lower-planar beings can create ash mephits more easily than those of other types: why else would anyone create one?
Combat : Ash mephits cannot claw or bite, but they can spray a cloud of choking ash in a 10’ radius at a cost of 1 hp from their current total (1d6 damage, save vs. breath weapons for half damage).

Once per day an ash mephit can harangue good and neutral creatures with a lengthy recitation of its woes. This works as Leomund’s lamentable belaborment (It does not work on evil creatures, who care nothing for the mephit’s troubles.)

Ash mephits are immune to nonmagical cutting and impaling weapons, to fire, heat, and cold (magical and nonmagical), and to poison. They take double damage from liquid-based attacks, and wind-based attacks inflict maximum damage. They do not breathe.

Once an hour an ash mephit can gate in another ash mephit (usual to commiserate)