About...

Planescape & Torment
The Site & Staff

 
 
The Pit

Seamus


Picture by DiTerlizzi

Gender: Male
Race: Dust mephit
Armor Class: 3
Movement: 12
Fl: 24 (B)
Hit Points: 41
THAC0: 15
#AT: 2
Damage: 1d6/1d6 (claw, claw)
Special Ability: Breathe Dust
Special Defense: Regeneration, resistance to attack
Special Weakness: liquid, wind
Magic Resistance: 25%
Size: Medium (5 feet tall)
ML: 10
Intelligence: 12
XP: 5,000

 

Special Ability - twice per day, breathe 15-foot-radius cloud of glassy dust (range 0); victim must save vs. breath weapon. If save is failed, the victim must scratch for one round or suffer a penalty of 4 to AC and 3 to attack rolls for three rounds.

Special Defense - regenerates 1hp per turn in dusty, waterless areas; half damage from cutting and impaling weapons; no damage from heat or fire.

Special Weakness - maximum damage from liquid and wind attacks.

Personality: Childish, fickle, impatiant.

Special Equipment: Dearn's instant fortress, dust of dryness, scroll of protection from water (3), wand of magic missiles.

Spell-like ability: Gate (1/hour; 1d2 dust mephits, 25% chance of success)

Location: Parts & Pieces, an underground shop; a portal in the Market Ward provides access

Role-playing: Seamus is a bundle of energy and whims; unpredictable and entertaining. Of course, if a berk needs to see him for a serious reason, the mephit's exasperatingly mischievous. Seamus treats customers like they're playtoys.

Combat: Depending on his mood and the severety of the attack, Seamus will: attack an aggressor boldly with claws and breath weapon; whine, barter, and throw a temper tantrum; fly to his secret portal to escape. In any event, his earth grues come to Seamus's aid.

Earth grue (8) AC 4; MV 12, Br 3; HD 5+5; hp 36 each; THAC0 15; #AT 2; Dmg 1d4+2/1d4+2 (claw, claw); SA contact, cling, merge with soil or stone; SD +1 or better weapon to hit, spell immunity; SZ S (3 feet long); ML average (9); Int average (8); AL NE; XP 1,400 each

Notes:
Special Attack - inflicts 1d4 points of damage per round of contact with unprotected flesh; on a successfull attack roll, it clings to foe, causing additional 1d6+6 points of damage per round; can merge into surfaces of natural soil or stone, emerging suddenly to surprise foes (-5 penalty to their surprise rolls). 

Special Defense - immune to earth-based/ affecting spells; dispels any such magic within 40 feet. 



Hall of Speakers | Armory | Civic Festhall | The Dark of... | About... | Resources | Home