Mephits

Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane.

Outsiders have darkvision.

Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. A different magical effect, such as limited wish, wish, miracle, or true resurrection, is required to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.

They have spell-like abilities.

Each type of mephit can unleash a particular breath weapon.

They ignore most weapon damage, except from magic weapons.

A mephit regains health at an exceptional rate. Fast healing is just like natural healing. Fast healing does not restore health lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. It does not allow lost body parts to be reattached. Fast healing continues to function (even while dying) until a creature dies, at which point the effects of fast healing end immediately.

Air

Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.

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