Quote Originally Posted by farothel View Post
Knowledge(planes): [roll0]

Most important thing to know: what can harm these things.
A very good roll. This is a degenerate ice mephit swarm.

On occasion when small populations of mephits are cut off from others of their kind and forced to exist in relative barbarity, they begin to devolve. They begin to procreate and, over a number of generations, produce in vast numbers offspring that are stunted and vile versions of the original mephits. These degenerate mephits are barely intelligent and form into tribal swarms of thousands of such creatures, possessing a malevolent instinct to hunt and kill. Though they need no sustenance, these misbegotten elemental creatures become strongly territorial and seek to slaughter any creature that comes within the bounds they have claimed, even if other mephits from other tribes.

Key immunities, lots! : usual swarm traits, DR5/ magic, immune cold, half damage piercing & slashing.

Key vulnerabilities: sunlight, water, weakness to fire, usual swarm traits eg AoE attacks

Sunlight Powerlessness (Ex) A degenerate ice mephit swarm is fragile and begins to melt when caught in sunlight (half of this chasm is in shade, half in sunlight). This does not immediately damage the swarm but makes it unable to attack and causes it to be staggered. A degenerate ice mephit swarm exposed to direct sunlight for 4 straight rounds is destroyed.

Vulnerability to Water (Ex) A degenerate mephit swarm is fragile and becomes clumped, cooled, and/or dissolved when exposed to water. If a mephit swarm comes in contact with water, it takes 1d4 points of damage per gallon and the swarm is staggered for that round. Making contact may require a ranged touch attack for a bucket of water, a spell effect, or even the slam attack of a water elemental. Damage from water-based attacks (such as an elemental slam) increases its normal damage by 50% rather than the per gallon calculation. Precipitation of any significant amount is considered 1 gallon per round.