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==Basics of Mephit Morphology== So when approaching this task, I've taken a look at the Imp as a sorta starting template. A level 3 spoiler, it's pretty good at that task with the ability to chuck conditions and its annoying curse aura. Its attack bonus is lower than would be normal for its level and so is its damage, but in return it gets various rider effects. It has a slightly higher AC than normal, but has fewer hit points than normal. Looking at our mephits, I'm going to generally gun for level 2 - demonic imps should be a bit scarier than these blighters. I'll generally stick with spoilers in the style of their abilities. I'll have slightly lower hit points than normal, a slightly better AC, and unlike the Imp I'll go for higher PD than MD for most of them - the nippy little blighters are hard to hit with blasts and bolts, but they're weak-willed and none too bright. All of them will have a claw attack of varying use - for some, it's their primary attack, for others it's a fallback - and one or two additional powers associated with their element. Thinking up some nastier specials is easy enough. I won't be translating over their old rule for regenerating when in their element - it's too minor an effect to bother with, and can be covered narratively by just saying that mephits heal fast if left alone in their element, so don't let them get away from a fight and do that. I won't bother with the old ability to gate in more mephits either, for simplicity's sake and to prevent a sudden outbreak of mephit infestations from exploding into existence. You'll note I'm also tagging them with the [Elemental] type. This isn't a standard type in 13th Age, but is useful for me for future elemental-related stuff.
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