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Mephit, Lightning


This small creature appears to be a humanoid-shaped being composed of electricity. Bluish-white lighting arcs in small bursts from its body.

Lightning Mephit CR 3

XP 800
N Medium outsider (air, electricity, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +3
DR 5/magic; Immune electricity
Weaknesses vulnerability to water

OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claw +3 (1d4 plus 1d4 electricity)
Special Attacks breath weapon (15-foot cone of lightning, DC 13 for half, 1d8 electricity)
Spell-like Abilities (CL 6th)

1/hourshocking grasp
1/daylightning bolt, summon (level 2, lightning mephit 25%)

STATISTICS

Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Base Atk +3; CMB +3; CMD 17
Feats Dodge, Improved Initiative
Skills Bluff +6, Diplomacy +6, Disguise +6, Escape Artist +7, Fly +14, Intimidate +6, Perception +4, Stealth +9
Languages Auran, Common

SPECIAL ABILITIES

Breath Weapon (Su)

15-foot cone of lightning, damage 1d8 electricity, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. Creatures wearing metal armor take an extra +2 points of damage from a lightning mephit’s breath weapon.

Fast Healing (Ex)

A lightning mephit heals only if exposed electricity (whether natural, such as an electrical storm, or magical, such as its own shocking grasp or lightning bolt spell-like ability).

Vulnerability to Water (Ex)

A lightning mephit takes 1d4 points of damage per gallon of water it contacts. Pouring water onto a lightning mephit requires a successful ranged touch attack. Water from other sources, such as spells or effects that create water but do not specify an amount in gallons, deal 1d4 points of damage per caster level to a lightning mephit within its area of effect. Damage from water-based attacks, like the slam attack of a water elemental, is increased by 50% against a lightning mephit.

ECOLOGY

Environment any (Elemental Planes of Air or Quasi-Elemental Planes of Lightning)
Organization solitary, gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Treasure standard

Lightning mephits come from the Elemental Planes of Air and Quasi-Elemental Planes of Lighting. Rarely are they encountered elsewhere unless summoned or called by a spellcaster. If encountered on a material plane it is usually in the employ of some spellcaster who has called it to do his or her bidding. Occasionally however, a lightning mephit stumbles into a material plane by way of a lightning storm (when said storm reaches into the Plane of Air and opens a temporary portal). Lightning mephits found anywhere except their home plane will be encountered in areas where lightning and storms are most prevalent. A lightning mephit is about 4 feet tall and weighs about 1 pound.

A lightning mephit begins combat with a lightning bolt attack, targeting the opponent closest to it. On the following round it breathes a cone of lightning on its foes if most are within range; otherwise it moves to melee combat. Once in melee, a lightning mephit uses its natural attacks and shocking grasp, as well as its breath weapon (if it can catch most of its opponents in the cone).

A lightning mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Section 15: Copyright Notice

Lightning Mephit from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.