Water Mephit - Monsters

Water Mephit
Small elemental humanoid (aquatic)
Level 3 Controller XP 150

HP 46; Bloodied 23Initiative +1
AC 17, Fortitude 16, Reflex 14, Will 15Perception+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

(⚔) ClawsAt-Will

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 2d6 + 4 damage.

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

Water BlastAt-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.