PnP Mephits
by aVENGER

Table of Contents


Component summary


This component brings all Mephits in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. For this purpose, the AD&D Planescape Monstrous Compendium Appendix was used as reference. The Mephits' AI has been improved as well, and it now allows them to act in accordance to the behavior described in the source books. In effect, these changes may slightly increase the difficulty of dealing with Mephit opponents.



Mephits by type

Mephits are nasty messengers created by powerful planar creatures to perform evil missions. All known types of mephit draw their substance from the Elemental, Paraelemental, and Quasielemental Planes. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff of their home plane. Mephits regenerate in contact with the stuff of their substance, or an appropriate environment (i.e. fire mephits in open flame, ice mephits in cold, and so on). They cannot heal by other means.


Air Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 4
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d3 slashing (enchantment level +1)
On-hit effects: None
Special Defenses: regeneration 1 hp/turn; immune to all gas-based spells and attacks; unaffected by curative magic
Resistances: None
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Blur (1x/hour), Gust of Wind (1x/day)
Breath weapon: Breathe Grit (at will, usable once per 2 rounds)
Gating: 1 Air Mephit


Dust Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 6
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d2 slashing (enchantment level +1)
On-hit effects: None
Special Defenses: regeneration 1hp/turn while in dusty areas; unaffected by curative magic
Resistances: Fire 100%, Slashing 50%, Piercing 50%, Missile 50%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: None
Breath weapon: Glass Dust (3x/day, centered on the Dust Mephit)
Gating: 1d2 Dust Mephits


Earth Mephit

Ability Scores: STR 14, DEX 10, CON 13, INT 9, WIS 11, CHA 11
Alignment: True Neutral
Base Armor Class: 5
Hit Dice: 3+2 (26 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d4 crushing (enchantment level +1)
On-hit effects: None
Special Defenses: regeneration 1hp/turn while underground, unaffected by curative magic
Resistances: None
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Grow (1x/day)
Breath weapon: Stone Spit (3x/day)
Gating: 1d2 Earth or Magma Mephits


Fire Mephit

Ability Scores: STR 10, DEX 13, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 5
Hit Dice: 3+1 (25 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d3 slashing + 1 fire (enchantment level +1)
On-hit effects: None
Special Defenses: Heat Aura; healed by fire damage; unaffected by curative magic
Resistances: Fire 127%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Magic Missile (1x/day)
Breath weapon: Flame Fan or Flame Jet (3x/day)
Gating: 1 Fire, Magma, Smoke or Steam Mephit


Ice Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 5
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d2 slashing +1 cold (enchantment level +1)
On-hit effects:  Chilling Touch
Special Defenses: healed by cold damage; unaffected by curative magic
Resistances: Cold 127%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: None
Breath weapon: Ice Shard (3x/day)
Gating: 1 Ice or Mist Mephit


Lightning Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 4
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d3 electrical (enchantment level +1)
On-hit effects:  None
Special Defenses: Lightning Discharge; healed by electrical damage; increased movement rate; unaffected by curative magic
Resistances: Fire 100%, Electricity 127%,
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: None
Breath weapon: Lightning Bolt (3x/day)
Gating: 1d4 Lightning Mephits


Magma Mephit

Ability Scores: STR 10, DEX 13, CON 10, INT 7, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 6
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d8 fire +1 crushing (enchantment level +1)
On-hit effects:  None
Special Defenses:  Heat Emission; healed by fire damage; unaffected by curative magic
Resistances: Fire 127%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: None
Breath weapon: Magma Ball (8x/day, usable once per 3 rounds)
Gating: 1d2 Magma, Fire, Smoke or Steam Mephits


Mineral Mephit

Ability Scores: STR 12, DEX 12, CON 12, INT 10, WIS 11, CHA 14
Alignment: True Neutral
Base Armor Class: 4
Hit Dice: 3+2 (26 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d4 slashing (enchantment level +1)
On-hit effects:  None
Special Defenses:  regeneration 1hp/turn while in contact with stone; immune to all gas-based spells and attacks; unaffected by curative magic
Resistances: Piercing 100%, Missile 100%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: None
Breath weapon: Glitterdust (3x/day, centered on the Mineral Mephit)
Gating: 1d2 Mineral or Earth Mephits


Mist Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 7
Hit Dice: 3+2 (26 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1 crushing (enchantment level +1)
On-hit effects:  None
Special Defenses:  unaffected by curative magic
Resistances: None
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Wall of Fog (1x/day), Gaseous Form (1x/day)
Breath weapon: Mist Ball (3x/hour, usable once per two rounds )
Gating: 1d2 Mist or Ice Mephits


Ooze Mephit

Ability Scores: STR 14, DEX 10, CON 13, INT 10, WIS 11, CHA 10
Alignment: True Neutral
Base Armor Class: 6
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d3 slashing (enchantment level +1)
On-hit effects:  None
Special Defenses:  regeneration 1hp/turn while near stagnant water; unaffected by curative magic
Resistances: Fire 100%, Slashing 100%, Piercing 100%, Missile 100%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: None
Breath weapon: Stinking Cloud (at will, usable once per 2 rounds, centered on the Ooze Mephit, other mephits are immune to it)
Gating: 1 Ooze Mephit


Radiant Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 4
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d3 slashing (enchantment level +1)
On-hit effects:  None
Special Defenses:  regeneration 1hp/turn in bright light; immune to blindness, color spray, prismatic spray and chromatic orb; unaffected by curative magic; vulnerable to mind affecting spells
Resistances: None
Saving Throws: 13/15/14/16/20
XP Value: 420
Spell-like abilities: Detect Illusions (always active)
Breath weapon: Color Spray (1x/turn, caster level 6th)
Gating: 1 Radiant Mephit


Salt Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 5
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d3 slashing (enchantment level +1)
On-hit effects: target is stunned for 1 round (save vs. petrification to avoid)
Special Defenses:  regeneration 1hp/turn; unaffected by curative magic
Resistances: Fire 100%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Taunt
Breath weapon: Salt Crystals (at will)
Gating: 1 Salt Mephit


Smoke Mephit

Ability Scores: STR 10, DEX 14, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 4
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d2 slashing (enchantment level +1)
On-hit effects: None
Special Defenses:  Flash of Flame; regeneration 1hp/turn when near sources of smoke, unaffected by curative magic
Resistances: None
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Invisibility (1x/day)
Breath weapon: Sooty Ball (at will, usable once per 2 rounds)
Gating: 1d2 Smoke, Fire, Magma or Steam Mephits


Steam Mephit

Ability Scores: STR 10, DEX 13, CON 10, INT 10, WIS 11, CHA 15
Alignment: True Neutral
Base Armor Class: 7
Hit Dice: 3+3 (27 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: 1d4 slashing +1 fire (enchantment level +1)
On-hit effects: 50% chance that the target is stunned for 1 round (no save, cumulative)
Special Defenses: unaffected by curative magic
Resistances: Fire 100%
Saving Throws: 13/15/14/16/16
XP Value: 420
Spell-like abilities: Boiling Rain Storm (1x/day)
Breath weapon: Water Jet (at will, usable once per 2 rounds)
Gating: 1d2 Steam, Fire, Magma or Smoke Mephits



Mephit breath weapons, spell-like abilities and
special traits

As per PnP rules, Mephits cannot be interrupted while using their spell-like abilities, all of which have a casting time of 1. In all other aspects, spell-like abilities function exactly like the spells which they mimic. On the other hand, the mephits' breath weapons are treated as supernatural abilities and are therefore not subject to magic resistance and bypass spell protections such as a Minor Globe of Invulnerability.



Breathe Grit


To use its breath weapon, an Air Mephit inhales sand, dirt, or other particles in the vicinity and then blows the grit at high velocity towards a single target within 10 feet dealing 1d6 points of missile damage.


Boiling Rain Storm

Once per day a steam mephit can create a rainstorm of boiling water over a 20'x20' area. This storm inflicts 2d6 points of fire damage to all victims in the area of effect.


Chilling Touch

Whenever an Ice Mephit strikes a target in melee with its claws, the victim suffers a 1 point THAC0 penalty per each hit. These effects are cumulative and last for three turns.


Color Spray

Upon the casting of this spell, a vivid, fan-shaped spray of clashing colors spring forth in front of the caster. All creatures in the area of effect are entitled a saving throw vs. spell to avoid the effects, if they are above the 6th level or above the level of the caster. Blind or unseeing creatures are not affected.
Creatures that are not allowed a saving throw, or that fail their saving throw, and whose level is below or equal to the level of the caster are struck unconscious for 4 rounds; those whose level is 1 or 2 greater than the level of the caster are struck blind for 2 rounds; those that are 3 or more levels above the level of the caster are disoriented and unable to think or act coherently for 1 round.


Flame Fan

A Fire Mephit may employ its breath weapon as a fan of flame which covers a 120 degree arc in front of the mephit to a distance of five feet. Any creature in the arc suffers 4 points of fire damage (no save).


Flame Jet

A Fire Mephit may employ its breath weapon as a flame jet 15' long and 1' wide which automatically hits one chosen target dealing 1d8+ 1 points of fire damage. A successful save vs. breath reduces the damage by half. Other creatures who cross the path of the flame jet will also take damage as long as they stand in the flame.


Flash of Flame

When a smoke mephit dies, it disappears in a flash of flame. This flash causes 1 point of fire damage to all creatures within 10 feet.


Gaseous Form

Once per day a Mist Mephit can assume gaseous form for 6 rounds. In this state, the creature becomes transparent and insubstantial. Fire and electrical damage can harm it normally. All other attacks are ineffective. A successful dispel magic can revert the creature to its natural state. While in gaseous form, a Mist Mephit regenerates 3 hit points per round.


Glass Dust

Dust Mephits can breathe a 15' radius cloud of irritating glassy dust three times per day. Humanoids who fail to save vs. breath weapon suffer a 4 point Armor Class penalty and a 2 point THAC0 penalty for three rounds. Mephits, elementals, undead and other non-humanoid creatures with thick or insensitive skins are immune to this effect.


Grow

Once per day, an Earth Mephit can grow to a height of 10' for one turn. The mephit's fists do 2d6 damage at this size.


Gust of Wind

A strong blast of air originates from the caster and moves in the direction he is facing. It disperses any gas-based spells in the vicinity.


Heat Aura

A Fire Mephit is constantly surrounded by an aura of heat. Anyone attempting to strike a Fire Mephit in melee suffers 1 point of fire damage.


Heat Emission

Magma Mephits emanate waves of extreme heat. Anyone standing within 30 feet of the Magma Mephit takes 1 point of fire damage each round.


Ice Shard

Ice Mephits can breathe a volley of ice shards every other melee round, up to three times per day. This volley automatically hits a single victim within 15 feet dealing 1d6 points of cold damage (save vs. breath weapon for half).


Lightning Bolt

A Lightning Mephit's breath weapon is similar to the Lightning Bolt spell, except that it always does 3d6 damage (no save) and only affects a single target. Since Lightning Mephits are fully healed when hit by electrical damage, they may occasionally use their breath weapons on each other when severely wounded.


Lightning Discharge

A Lightning Mephit's torso and limbs are thin, jagged bolts of lightning. Anyone attempting to strike a Fire Mephit in melee suffers 1d3 points of electrical damage (save vs. paralysis to avoid).


Magma Ball

Once for every three rounds, a Magma Mephit can use its breath weapon hitting a single target within 10 feet with a blob of lava and dealing 1d6 points of fire damage. Magma Mephits can use their breath weapon up to eight times per day.


Mist Ball

Mist Mephits can breathe a sickly-green ball of mist every other round, up to three times an hour. The mist ball automatically envelops one victim within 10 feet who must save vs. poison or take 1d4+1 points of poison damage and become blinded for 2 rounds.


Salt Crystals

The Salt Mephit's breath weapon is a shower of salt crystals. It can be used once per round against a single enemy within 15 feet dealing 1d4 points of missile damage. Furthermore, the target must save vs. petrification or become stunned for 1 round.


Sooty Ball

A Smoke Mephit's breath weapon consists of a sooty hall usable every other melee round, an unlimited number of times per day. This sooty hall automatically strikes one creature of the mephit's choice within 20 feet dealing 1d4 points of poison damage and blinding the target for 1 round (no save).


Stone Spit

Three times per day, an Earth Mephit can spit a rock at a single target within 15 feet dealing 1d6 points of missile damage.


Taunt

Once per day, a Salt Mephit may attempt to taunt a single humanoid creature. The target must save vs. spell or become berserk for one round, rushing forth to attack the mephit in melee. If the victim cannot reach the mephit during a single round, it attacks the nearest creature instead.


Wall of Fog

By using this spell, the caster creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The misty vapors persist for 1 turn. A Gust of Wind or a Zone of Sweet Air spell will disperse the vapors.


Water Jet


Steam mephits can breathe a scalding jet of water every other round. The jet automatically hits one target within 20 feet and deals 1d3 points of fire damage. There is also a 50% chance that the target will be stunned for 1 round (no save).



Mephit Gating

Once per hour, a mephit may attempt to gate in other mephits, albeit with a 25% chance of success. The number and type of the gated mephits varies and is summarized at the bottom of the main statistical block for each mephit type. Only mephits which were not themselves gated may open gates. 

Note: Mephit gating can be disabled at any time with the following console command: CLUAConsole:SetGlobal("RR#MNOGT","GLOBAL",1) It can also be re-enabled with the following command: CLUAConsole:SetGlobal("RR#MNOGT","GLOBAL",0)



More sensible mephit encounters

In the original game,  the grouping of different mephit types in the gameworld was fairly random. For example, the original designers routinely paired up Ice and Fire Mephits together thereby ensuring that they would wipe each other out using their breath weapons. Per PnP rules, mephits of opposing elements don't really like to associate and avoid working together if possible. In an attempt to rectify this, a small number of changes were made to the placement of mephits within certain areas. Here's the full list:


Compatibility



Known Issues



Contact

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