Mephling

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Scholarly lore contains two different origin stories for the Mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephlits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. As foundlings raised by parents very different from themselves, mephlings frequently feel out of place. They are usually loners who desire an elusive sense of belonging. Nevertheless, they're personable and generally liked by people around them.

Mephlings tend to have a neutral component to their worldview, but they can be of any alignment. They frequently adapt the philosophies and opinions of their foster parents or the culture in which they were raised.

Mephlings fit in equally oddly in virtually all societies. At best, one is regarded as an exotic curiosity. At worst, one is seen as a friendly stranger, perhaps with a suspicious touch of devil, demon, or elemental blood - whichever is least welcome by a given culture. Mephlings look like less comely versions of their mephit parents with stunted wings. A typical mephling stands less than 3' tall and weighs around 30 lbs, with females slightly taller and heavier than males.


Air Mephling

Air mephlings tend to travel a great deal and they often become performers, enjoying wind instruments most of all. Air mephlings look like short, cloud-white humans. They have tiny horns on their foreheads, with pointed eartips. An Air Mephling's skin, hair and eyes are white or soft blue. Unlike other Mephlings, an air mephling's wings are fully developed.

Air Mephling Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Intelligence
  • Small Size: +1 size modifier to attack rolls and AC, +4 size bonus to hide and move silently skills.
  • Electricity resistance 5
  • Fly: An air mephling has a fly speed of 10 feet with perfect maneuverability
  • Breath Weapon: An air mephling's breath weapon is a 15-foot cone of dust and grit, dealing 1d8 piercing damage to each target, allowing a reflex save (DC 10 + 1/2 character level + constitution modifier) for half damage.
  • Level Adjustment +1

Setup Instructions

  • Create your character with the Halfling race, enter Air Mephling as the Subrace, and use the Subrace Setter in the start area.
  • This race will require a DM to modify your ability scores.
  • The ability score modifications, compared to the standard Halfling, are: +2 Strength, +2 Charisma, -2 Intelligence


Earth Mephling

Earth mephlings have much of the strength of their natural element. They are physically strong, but slow to act. The harmonious balance of earth leads many to pursue the path of the druid. An earth mephling appears akin to a short, stony hairless dwarf. Their skin is earthy brown or gray, and they are often completely bald. They have tiny horns on their foreheads, and pointed eartips.

Earth Mephling Racial Traits

  • +2 Strength, +2 Charisma, -2 Dexterity, -2 Intelligence
  • Small Size: +1 size modifier to attack rolls and AC, +4 size bonus to hide and move silently skills.
  • Acid resistance 5
  • Burrow: An earth mephling has a burrow speed of 10 feet
  • Breath Weapon: An earth mephling's breath weapon is a 15-foot cone of rock shards and pebbles, dealing 1d8 bludgeoning to each target, allowing a reflex save (DC 10 + 1/2 character level + constitution modifier) for half damage.
  • Level Adjustment +1

Setup Instructions

  • Create your character with the Halfling race, enter Earth Mephling as the Subrace, and use the Subrace Setter in the start area.
  • This race will require a DM to modify your ability scores.
  • The ability score modifications, compared to the standard Halfling, are: +4 Strength, +2 Charisma, -4 Dexterity, -2 Intelligence

Fire Mephling

The mephit heritage is very strong in fire mephlings. They are quick and agile, and many develop amazing sorcerous abilities. Fire mephlings resemble miniature devils, with fiery, reddish-bronze skin and black hair. Their horns tend to be larger than those of the other Mephlings.

Fire Mephling Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Intelligence
  • Small Size: +1 size modifier to attack rolls and AC, +4 size bonus to hide and move silently skills.
  • Fire resistance 5
  • Breath Weapon: A fire mephling's breath weapon is a 15-foot cone of flame, dealing 1d8 fire damage to each target, allowing a reflex save (DC 10 + 1/2 character level + constitution modifier) for half damage.
  • Level Adjustment +1

Setup Instructions

  • Create your character with the Halfling race, enter Fire Mephling as the Subrace, and use the Subrace Setter in the start area.
  • This race will require a DM to modify your ability scores.
  • The ability score modifications, compared to the standard Halfling, are: +2 Strength, +2 Charisma, -2 Intelligence


Water Mephling

Calm as a still pond, but strong as rushing water, the water mephlings are sturdy and durable. A water mephling resembles a small, fish-scaled human with black, bulbous eyes. They have small horns on their forehead and arrowed ears, like other Mephlings, and they are frequently bald.

Water Mephling Racial Traits

  • +2 Constitution, +2 Charisma, -2 Intelligence
  • Small Size: +1 size modifier to attack rolls and AC, +4 size bonus to hide and move silently skills.
  • Cold resistance 5
  • Swim: A water mephling has a swim speed of 30 feet
  • Breath Weapon: A water mephling's breath weapon is a 15-foot cone of caustic liquid, dealing 1d8 acid damage to each target, allowing a reflex save (DC 10 + 1/2 character level + constitution modifier) for half damage.
  • Level Adjustment +1