Water Mephit
Small elemental humanoid (aquatic)
Level 3 Controller XP 150
| HP 46; Bloodied 23 | Initiative +1 |
| AC 17, Fortitude 16, Reflex 14, Will 15 | Perception+0 |
| Speed 6, fly 6, swim 6 | |
| Immune acid | |
Traits
Regeneration
The mephit regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mephit takes cold or fire damage, its regeneration does not function on its next turn.
Standard Actions
(⚔) Claws ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
ᗕ Acid Breath (acid, zone) ✦ Recharge ⚄ ⚅
Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex
Hit: 1d6 + 3 acid damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter or until the mephit uses this power again. The zone is lightly obscured, and a creature that ends its turn in the zone takes 5 acid damage.
Minor Actions
ᗕ Water Blast ✦ At-Will
Attack: Close blast 3 (creatures in the blast); +6 vs. Fortitude
Hit: The mephit slides the target up to 2 squares.
Miss: The mephit can push the target 1 square.
Skills Bluff +8
Str 17 (+4) Dex 10 (+1) Wis 8 (0)
Con 14 (+3) Int 8 (0) Cha 14 (+3)
Alignment Unaligned Languages Common, Primordial
Published in Dragon Magazine 421, Dungeon Magazine 221.