This green mephit stands aloof from the other elemental imps, watching them carefully for the first sign of treason or treachery. It would probably have a longer life expectancy if it spent all that effort watching for real dangers.
(Originally posted on RPG.net by Christopher Allen)
2nd Level Spoiler [Elemental]
Clammy Claws +6 vs AC – 3 damage
C Poison Mist +7 vs PD (1 nearby or far away enemy) – 7 poison damage and the target is hampered for one round.
Limited Use: 1/round as a standard action if the Escalation Die is even.
R Fog Bank +6 vs PD (1d3 nearby or far away enemies) – 3 poison damage, and the targets suffer a 30% miss chance on all their attacks until they move out of the fog to a different location.
Limited Use: 1/battle
Flight: Mist mephits are excellent fliers, unless you ask a steam mephit (who would say they are terrible compared to steam mephits).
Resist Poison 16+
Gaseous Form: 1/battle as a move action, the mist mephit gains Resist Physical 18+ for one turn.
Vigilance: The mist mephit is never surprised and always goes first in combat; after initiative scores are rolled, the mephit's initiative is changed to the highest initiative +1.