Mephit Grafts Source Starfinder #14: Soldiers of Brass pg. 56 Formed from fine grit, dust mephits are as obnoxious and persistent as their namesake. Traits: Add earth subtype; fast healing works only when the mephit is in dusty or dirty areas; fly speed changes to 40 ft. (Su, perfect); breath weapon deals 2d6 slashing damage, and those who fail their saves are sickened for 1d3 rounds from sneezing and coughing; insubstantial form (see below). Languages: Auran or Terran. Abilities: Insubstantial Form (Su): This ability works like the air mephit’s ability of the same name, but the dust mephit’s form is partially fine, inert dust instead of air. Source Starfinder #14: Soldiers of Brass pg. 56 Whimsical and unfocused, air mephits are among the least destructive of their kind. Traits: Add air subtype; fast healing works only when the mephit is in a windy area; fly speed changes to 60 ft. (Su, perfect); breath weapon deals 2d8 piercing damage; insubstantial form (see below);. Languages: Auran. Abilities: Insubstantial Form (Su): As a standard action, the mephit can transform itself partially into air. While in this form, the mephit always benefits from its fast healing and gains a 20% miss chance against attacks and effects targeting it directly. In addition, the mephit takes only half damage from area effects. Returning to its normal form requires a move action. The mephit can remain in this form for a number of rounds per day equal to 3 × its CR, but these rounds need not be consecutive.Source Starfinder #14: Soldiers of Brass pg. 56 Humorless, stoic, and plodding, earth mephits are carved from soft stone and often found serving shaitan genies. Traits: Add earth subtype; fast healing works only when the mephit is underground; breath weapon deals 2d8 bludgeoning damage; grow (see below). Languages: Terran. Abilities: Grow (Su): As a standard action, the mephit can grow to Medium size. While in this form, the mephit benefits from its fast healing, and its Strength modifier and melee attack damage both increase by 2. Returning to normal size requires a move action. The mephit can remain in this form for a number of rounds per day equal to 3 × its CR, but these rounds need not be consecutive.Source Starfinder #14: Soldiers of Brass pg. 56 Volatile and vengeful, fire mephits are made from flame, ash, and smoke. Traits: Add fire subtype; fast healing works only when the mephit is in contact with fire; immunity to fire and vulnerability to cold; fly speed changes to 40 ft. (Su, average); breath weapon deals 2d8 fire damage; spell-like abilities (caster level equal to CR, high attack bonus) include energy ray (fire only) at will and overheat 1/day. Languages: Ignan.Source Starfinder #14: Soldiers of Brass pg. 56 Callous and aloof, ice mephits work at a glacial pace, handling dirty work for their masters. Traits: Add water subtype; fast healing works only when the mephit is in subzero temperatures; immunity to cold and vulnerability to fire; breath weapon deals 2d8 cold damage; spell-like abilities (caster level equal to CR, high attack bonus) include energy ray (cold only) at will and grease 1/day. Languages: Aquan.Source Starfinder #14: Soldiers of Brass pg. 57 Pollution mephits are slovenly and slothful beings composed of noxious fluids and choking fumes. Traits: Add earth and water subtypes; fast healing works only when the mephit is in polluted or muddy environments; immunity to acid; breath weapon deals 2d6 acid damage, and those who fail their saves are sickened for 1d3 rounds from the disgusting slurry; spell-like ability (caster level equal to CR, high attack bonus) of energy ray (acid only) at will. Languages: Aquan or Terran.Source Starfinder #14: Soldiers of Brass pg. 57 Mutable and despicable, radiation mephits like poisoning the environment around them. Traits: Add air and earth subtypes; fast healing works only when the mephit is in irradiated areas; immunity to radiation; resistance to electricity 5 and fire 5; breath weapon deals 2d6 electricity and fire damage, and those who fail their saves are exposed to a dose of low radiation (Core Rulebook 403); spell-like abilities (caster level equal to CR, high attack bonus) include detect radiation and energy ray (electricity and fire only), both at will. Languages: Auran or Terran.Source Starfinder #14: Soldiers of Brass pg. 57 Steam mephits are brash beings composed of boiling water and hearts of fire. Traits: Add fire and water subtypes; fast healing works only when the mephit is in contact with warm or hot steam or boiling water; immunity to fire and vulnerability to cold; breath weapon deals 2d6 fire damage; spell-like ability (caster level equal to CR, high attack bonus) of energy ray (fire only) at will; insubstantial form (see below). Languages: Aquan or Ignan. Abilities: Insubstantial Form (Su): This ability works like the air mephit’s ability of the same name, but the mephit’s form is partially made of warm steam instead of air.Source Starfinder #14: Soldiers of Brass pg. 57 Tech mephits infuse the four elements into their bodies of lightning and metal. Traits: Fast healing works only when the mephit is in contact with a constant source of electricity or draining 4 charges per round from a battery the mephit is touching; immunity to electricity; breath weapon deals 2d8 electricity damage; spell-like abilities (caster level equal to CR, high attack bonus) include detect technology and energy ray (electricity only), both at will, and jolting surge 1/day. Languages: one of Aquan, Auran, Ignan, or Terran.Source Starfinder #14: Soldiers of Brass pg. 57 Practical jokers, water mephits form from brine and foam they can concentrate into acid. Traits: Add aquatic and water subtype; fast healing works only when the mephit is immersed in water; immunity to acid; add a swim speed of 30 ft.; breath weapon deals 2d8 acid damage; spell-like abilities (caster level equal to CR, high attack bonus) include energy ray (acid only) at will and fog cloud 1/day . Languages: Aquan.
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