Exuding thick coils of smoke wherever they go, these sooty little mephits can be relied upon to avoid work, shirk responsibility and generally just drift lazily around at their own whim.
(Originally posted on RPG.net by Christopher Allen)
2nd Level Spoiler [Elemental]
Smoking Claws +7 vs AC – 5 damage
18+: The target gains Vulnerability (Fire) for one turn.
C Soot Ball +7 vs PD (1 nearby creature) – 5 damage and the target becomes dazed for one turn.
[Special Trigger] Smoke & Mirrors +6 vs MD (one nearby enemy) – 5 psychic damage and the target becomes confused for one round.
Limited Use: 1/battle as an interrupt action when a nearby enemy rolls a natural 1-5 with an attack against it.
Flight: Smoke mephits can fly fairly well but are particularly good at hovering about, not doing much.
Resist Fire 16+
Puff of Smoke: 1/battle as a minor action, the smoke mephit becomes invisible until it makes an attack or commits some other obvious act.
Hall of Smoke & Mirrors: The Smoke & Mirrors power now becomes 1/round rather than 1/battle.