Mephit, Water [388]

Climat/Terrain Any
Organisation Solitary
Fréquence Commun
Diète Any liquid
Cycle d'activité Any
Intelligence 8-10 - Intelligence moyenne (humain)
Trésor N
Alignement Neutre Absolu
Nombres 1-10
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 Acid stream
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 : These thin, finny humanoids are covered with sea-green scales, and webs of skin connect the spines of their ears, toes, and wings. They have fishy, staring eyes and fish lips. An odor of brine accompanies them, and they drip salt water.

Manifesting an irritating joviality, water mephits make remarkably tactless comments on their companions’ actions and situations: “Buck up, you can handle these fiends. Or if not, you’ll make good dretches.” They attach themselves to adventuring parties (unasked) out of an appetite for novelty.
Combat : Water mephits can attack with two claws (1d3 damage each), but they prefer their breath weapon, a stream of acidic greenish water (2d4 acid damage for two rounds; one save vs. breath weapon halves damage on both rounds). The mephit can breathe every other round, automatically hitting one target.

The semi-liquid forms of water mephits are immune to cutting or impaling damage from nonmagical weapons and to fire damage (including magical fire), but they take double damage from cold attacks. Of course they can breathe water, and they can drink any liquid, such as mercury or poison without damage. They regenerate 1 hp per round spent only drinking liquid. Water mephits can attempt to gate in one other water or ice mephit once per hour.
Habitat / Société : Captured water mephits stand watch in kitchens, ready to put out fires, or maintain aquaria for the wealthy.