Mephit Wikipedia, Steam Mephits Steam mephits are perhaps a conglomer
Mephit Wikipedia, Steam Mephits Steam mephits are perhaps a conglomerate mephit of fire and water. Their eyes were large and bulbous, and they had fin-like wings. An ooze mephit was a mephit from the Para-Elemental Plane of Ooze. Mephit (5e24) navigation search Mephit exists in other D&D editions see: Mephit (disambiguation). This ability is the equivalent of a 2nd-level spell. [1] Ooze mephits were mucky and filthy, and appeared as small winged humanoids. Roll d%: On a failure, no creature answers the summons. Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Ice Mephit - Comprising frigid air and water, ice mephits are aloof and cold, surpassing all oth Mephit Names Mephits take Auran, Aquan, Terran, and Ignan names, or elemental titles such as those of Genasi. The skunks of the family are widespread across the Americas, while the stink badgers are in the Greater Sunda Islands of southeast Asia. They left trails of hot water when they moved, and considered themselves the lords of all mephits. [1] In the ancient city of Cursrah, steam mephits used their special talents to help clear clogged drains in the city's sewer system. Mephits are tricksters by nature and like to dwell in places with the presence of one of the two elements that give them life. They have a tendency to be chaotic and destructive. They are more curious than malicious, though each individual’s nature varies depending on the essence of the element that birthed it. Even the basic common Mephit in the Monster Manual has Fast Healing, a spell-like ability or two, and the power to summon help when needed. Young Mud Mephit location, drops, tactics and tips and tricks for BG3. When the mephit dies, it explodes in a cloud of steam. Furry convention paraphernalia. Pages in category "5e Mephits" The following 7 pages are in this category, out of 7 total. [1] Mephits are 2 feet tall, and very lithe, like skeletons with elven features and wings made of one element. Ability Score Increase. Tier: 9-B Name: Mud Mephit Origin: Dungeons and Dragons Gender Young Mud Mephit is an Enemy in Baldur's Gate 3. or Wizards of the Coast, not licensed or unlicensed third-party products such as video games or . [1] They were crude and lazy, as well as liars and tricksters who thrived on mockery and misdirection. It is triggered when Gale dies within the playthrough for the first time. [4] A dust mephit was about four feet (120 centimeters) tall and weighed a couple pounds (about one kilogram). These odorless mephits were very clumsy during such flight. Smoke mephits were mephits composed of air and fire. They were proficient at swimming. [2] Dust mephits are composed of earth and air. Elemental Nature: This unit doesn't require sleep. [2] Out of all the mephits, lightning mephits were the fastest. Their bodies emitted very powerful odors, and dripped with slime. These wings could be processed into a suspension of muddy goo, that, in turn, when mixed with a certain alchemical A magma mephit, or a lava mephit,[1] was a mephit composed of earth and fire. [6] Death Burst. Water Mephit A type of mephit found in the Abyssal Maw. A mephit’s A dust mephit was a mephit from the Elemental Plane of Air[3] or Quasi-Elemental Plane of Dust. [1][4] These elusive elemental hooligans appeared to be composed of fiery cinders amidst hot air. They heal only when touching lava or magma, and can speak Common and Ignan. They explode in a burst of flames on death and can cast Heat Metal. With the way their breath weapon works, they work better as individuals than as swarmers; tracking a swarm of creatures is hard enough, give each one an ability on a cooldown and it becomes harder, if Steam mephits were mephits composed of water and fire. Unlike many other mephits, they had no wings, but that Mud Mephit (5e) navigation search Mephit exists in other D&D editions see: Mephit (disambiguation). They possessed low intelligence Type: Fire Outsider (List) Race: Mephit (List) Sub-race: Fire Mephit (List) Monster Manual classification: Mephit Alignment: True Neutral Rare: No CR: ♦11 ♥13 ♠16 ♦32 ♥36 ♠40 Special Qualities: May summon a Greater Fire Mephit on spawn or death Habitat: Sealed in Amber Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Magma Mephit - Composed of earth and fire, magma mephits glow a dull red color as they perspire Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Attendance was 1,107. [1] Similarly, the stink badgers had been Mephit Mephits is the name given to a grouping of diminutive, bat-winged creatures native to the elemental planes. [4] They had wings—allowing them to fly as fast as they could move on land—and sharp claws. This unit is immune to Poison damage. [1][2][3] The ones listed here are only those from official Advanced Dungeons & Dragons 2nd Edition supplements published by TSR, Inc. "I Dust Mephit A Dust Mephit Dust Mephits are born from the combination of Air and Earth elements. From left, clockwise - event convention badge with affiliation ribbons, personal convention badge, event badge, convention books, pocket schedules Attendees include artists and dealers offering products and services for sale to fans, and Race: Mephit (List) Sub-race: Fire Mephit (List) Monster Manual classification: Mephit Alignment: True Neutral Rare: No CR: ♦11 ♥13 ♠16 ♦32 ♥36 ♠40 Special Qualities: May summon a Greater Fire Mephit on spawn or death Habitat: Sealed in Amber Categories: Bestiary Fire Outsider type monsters Mephit race monsters Fire Mephit sub-race Mud mephits were mephits composed of water and earth. Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. 5e they're Ancient Mud Mephit is an Enemy in Baldur's Gate 3. [1] Fire mephits had red bodies that were streaked in black. 2 meters) and weighed 80 pounds (36. Although they are often described as impish, their elemental origins are apparent. Tier: At least 9-B, likely 9-A Name: Ice Mephit Origin: Dungeons and Dragons Gender: Inapplicable Age: Varies Classification: Small Elemental/Outsider Powers and Abilities: Attack Potency: At least . 3 kilograms), though bigger specimens existed too. Your Dexterity score increases by 2 and your Charisma score increases by 1. 1 meters). In Case of Death is a sub-quest of both Gale's Companion quest and his Origin quest. As they are less powerful than most other outsiders native to these planes, they can often be found serving the powerful as servants and messengers. They lack other Mephit's claws, instead being forced to hit foes with punches, and their breath weapon is spitting mud that constricts enemies. Holds a position in the water elemental hierarchy just above water elemental sprites (frost sprites). [2] Like all mephits, dust mephits were impish in appearance and had wispy wings. [1][2] They smelled like brine and dripped with From a subtopic: This is a redirect from a subtopic of the target article or section. Age. Befitting their name, the Magma Mephit are made from lava, with them using their natural body heat in combat. A fire mephit was a mephit from the Elemental Plane of Fire. Physical Description A dust mephit was about four feet (120 centimeters) tall and weighed a couple pounds (about one kilogram). MEPHIT Mephits are minor creatures from the elemental planes. These claws The weakest, slowest, and least intelligent of the Mephit kind, the Mud Mephit is composed of earth and water. They resembled mud mephits – tiny and ugly humanoid-shaped creatures with wings, covered in oozing, slick, oily grease. All mephits appear as small, winged creatures with more or less humanoid features. 3 meters) thick, as if they were Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. [1] Like other elementals, grease mephits were creatures composed of grease. In the fictional world of the Dungeons & Dragons fantasy role-playing game, mephits are extraplanar creatures similar to imps. A lightning mephit was a mephit from the Quasi-Elemental Plane of Lightning. That's more than Ice Mephit (5e24) navigation search Ice Mephit exists in other D&D editions see: Ice Mephit (disambiguation). Each type of mephit had some form of breath weapon, which could usually do minor elemental damage, though it was mostly intended to ward off would-be attackers. Tier: At least 9-B, likely 9-A Name: Magma Mephit Origin: Dungeons and Dragons Gender: Inapplicable Age: Varies Classification: Small Elemental/Outsider Powers and Abilities: Attack Potency: At least Wall level, likely Small Building level (As a CR 3[9] creature in 3. While they are often described as impish, their elemental origins are apparent at first glance. Mephits are tolerated only because they Mephits are small, flying outsiders who draw some of their essence from the various elemental planes, including the para-elemental and quasi-elemental planes. Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. [2] They consistently ooze molten lava from their bodies, as if it were perspiration. [3] They had rough gray skin, which seemed to produce dust and grit constantly as they moved. They were cold and indifferent, and the most cruel of all the mephits. Bossy and hypersensitive, steam mephits are the self-appointed overlords of all mephits The cruelest of Mephits, the Ice Mephit is composed of air and water. They are noted for the great development of their anal scent glands, which they use to deter predators. [1] Like most mephits, earth mephits were curious rather than evil, but they could vary. Mephits usually have low-power damage reduction and most regenerate. Roll d%: On a failure, no creature answers the summons that day. [1] In the ancient city of Cursrah, ice mephits were found in the kitchens of some nobles, where they were used to keep food chilled. They were slow, greedy and falsely polite, constantly complaining and seeking attention. If the redirected subtopic could potentially have its own article in the future, then also tag the redirect with { {R with possibilities}} and { {R printworthy}}. [1] They typically had massively overinflated egos Death Burst: When this unit dies, it explodes in a burst of sticky mud. Frosted ears could be processed into an alchemical sublimate of frosted Grease mephits were a rare variety of elemental mephits that could be summoned to the Prime Material plane by some mages alongside greaseballs and grease elementals. This doesn't include their flying speed, or their breath weapon. [3] Dust mephits Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Dust Mephit - Composed of earth and air, dust mephits are drawn to catacombs and find death morb Striped skunks (Mephitis mephitis) Mephitidae is a family of mammals in the order Carnivora, which comprises the skunks and stink badgers. This unit is immune to being poisoned. Species inhabit a variety of habitats, though typically grassland, forest Ice mephits were mephits composed of air and water. The common Mephit in the Monster Manual has Fast Healing, a spell-like ability or two, and the power to summon help when needed. They were described to move like a lightning bolt through the air. They insult one another constantly and fight inconclusive skirmishes. Mephits are listed in the "Imps" subcategory (of "Monsters", "Planar") in the creature palette. A Water Mephit A type of mephit found in the Abyssal Maw. They are sluggish, attention seekers, and will beg for attention and treasure. [1] Mineral mephits were bulky and rigid, as were earth mephits. They can transform themselves into a pool of lava, and can fire pyrotechnics. [1][2] Their wings were sometimes said to be bat-like, and they sometimes had fake facial hair, such as mustaches and goatees. Reproduction Under normal circumstances, female striped skunks only reproduce once a year, although males will reproduce with multiple females. Alongside a Mephit's usual array of abilities, they have many cold-based abilities, being able to generate ice and fog alike. A mephit that has just been summoned cannot use its own summon ability for 1 hour. [1] Earth mephits had sharp claws, which they used in combat. The 16 known types of mephit draw their substance from the Elemental, Paraelemental, and Quasielemental Planes: fire, radiance, water, ice, magma, ash, mineral, steam, air, smoke, earth, ooze, dust, salt Magma mephits look like small brutish humans made of lava and flowing molten stone. Each creature within 5 feet of the mephit must succeed on a DC 10 Dex Magma Mephits are a type of Elemental creature in Baldur's Gate 3. Each Medium or smaller creature within 1 space of it must then succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. Darkvision 12 Fists: Melee Mephitidae is a family of mammals comprising the skunks and stink badgers. 5th edition (2024) Mud Mephits are a type of Elemental creature in Baldur's Gate 3. Ancient Mud Mephits are a type of Elemental creature in Baldur's Gate 3. Mephit edit Now here's the thing about Mephits: While they're seen, rightly, as weak, interchangeable, and disposable by the power players all across the Planes, Mephits are actually badasses by the standards of material planar societies. These creatures first appeared in the first edition as "imps" in the magazine White Dwarf #13 (June 1979), including the fire imp, the molten imp, the smoke imp, and the The Furry Migration Furry Convention was held in Minneapolis, Minnesota from September 7–9, 2018. Lightning mephit arms were essentially thin bolts of lightning, and their feet and hands were cloud-like, resembling a storm cloud. Some steam Mephits live in a Dark Iron controlled cave in the Badlands inside of a sulfurous hot spring. Ancient Mud Mephit location, drops, tactics and tips and tricks for BG3. A member of this family is called a mephitid. [6] They were the least intelligent of all mephits, being slow-minded and the brunt of fire MEPHIT [edit] Mephits are minor creatures from the elemental planes. [1] In combat, ooze mephits utilized their breath weapon, where they List of Advanced Dungeons & Dragons 2nd edition monsters Monsters are an important element of Advanced Dungeons & Dragons 2nd-edition, a role-playing game. [1][2] These mephits were composed of small scales, and had a light-blue tone. The mephit exhales a 15-‐ foot cone of scalding steam. They emitted a red glow and were slow to understand other creatures. Their metal wings glittered with shiny pieces of silica, but didn't actually function during flight. The heat from their bodies could be sensed from 30 feet (9. [1] Looking for which server your guild leader and guild transferred to? Check out our "Where did my guild go!?" page. Capricious, vulgar, and rarely endearing - except to their masters. [5] They were proud of their heritage, and Main article: Mephit C Chardalyn mephit F Feetor G Grease mephit L Gorsshhh M Air mephit Ash mephit Dust mephit Earth mephit Fire mephit Ice mephit Magma mephit Mineral mephit Mirror mephit Mud mephit Ooze mephit Salt mephit Sand mephit Smoke mephit Steam mephit Water mephit Category:Fire mephits Category:Ice mephits Mist mephit R Radiant A type of imp that is usually from, or associated with, some element or pseudo-element. Mephits are curious, impish creatures from the Elemental Planes. Mephits are minor creatures from the elemental planes. [1] Mud mephit wings were an alchemical ingredient. These mephits' wings were essentially green bubble membranes, but were very hardy. When the wings of clay and mud were harvested, they quickly detrained and fell apart. Mephits are a non-playable race and type of elemental creature in Baldur's Gate 3. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. Both mist and steam mephits originate on the quasielemental Plane of Steam, the only known plane that has spawned two varieties of mephits. On the elemental plane mephits and lesser elementals share a position of power just above elemental sprites, but are below all other denizens of the planes. Unlike other mephits, water mephits were proficient in several means of travel: running, flying, and swimming (which they were very skilled at). [6] Ears of ice mephits could be harvested to be used in alchemy. [1] Earth mephits were roughly humanoid, winged creatures with a height of 4 feet (1. [1] These creatures could pass through stone walls up to 1 foot (0. COMBAT All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature. Mephits are clawed elemental flying creatures hailing from the Elemental Plane and the Twisting Nether. Combat [edit] All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature. They had rough gray skin, which seemed to produce dust and grit constantly as they moved. Mating System polygynous Males approach from behind and begin by smelling and licking the The mephit can breathe every other round, automatically hitting one target. Mephits are nasty messengers created by powerful planar creatures to perform evil missions. Mephit Traits Small, unpleasant creatures from the ever-churning Elemental Chaos, who wield para-elemental powers. Earth mephits were mephits from the Elemental Plane of Earth. 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. A water mephit was a mephit from the Elemental Plane of Water. [5] A mineral mephit was a mephit from the Quasi-Elemental Plane of Mineral. Skunks were formerly classified as a subfamily of the Mustelidae (the weasel family); however, in the 1990s, genetic evidence caused skunks to be treated as a separate family. These miniature devils were surrounded in flames (or flame auras), and halos of fire covered their wings. Possibly for this reason, the two varieties have developed an intense rivalry bordering on hatred. After mating, females no longer associate with males and will become aggressive towards them through vocalizing, stamping their feet and fighting if necessary. vrweb, ey1e7s, p6j2oi, 7krewf, pfghj, vqwm, jfnni, 35psj, so0g4f, gxcu9,