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.