|Size & Type (subtype):||Small Outsider (Fire)||Hit Dice:||3d8 (13)|
|Initiative: ||+5 (+1 Dex, +4 Improved Initiative) ||Speed: ||30 ft., fly 50 ft. (average) |
|Armor Class: ||16 (+1 size, +1 Dex, +4 natural) ||Attacks: ||2 claws +4 melee |
|Damage: ||Claw 1d3 and 2 fire ||Face and Reach: ||5 ft. by 5 ft./5 ft. |
|Special Attacks: ||Breath weapon, spell-like abilities, summon mephit ||Special Qualities: ||Fire subtype, fast healing 2, damage reduction 5/+1 |
|Saving Throws ||Fortitude: 3 |
|Abilities: ||Str: 10|
|Skills: ||Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6 ||Feats: ||Improved Initiative |
|Climate and Terrain: ||Any land and underground ||Climate: ||cold,temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) |
|Challenge Rating: ||3 ||Challenge Rating Value: ||3 |
|Treasure: ||Standard ||Alignment: ||Usually neutral |
|Advancement: ||4-6 HD (Small); 7-9 HD (Medium-size) |
Breath Weapon (Su): Cone of fire, 15 feet, every 1d4 rounds
as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-magic missile as the spell cast
by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a
6th-level sorcerer (save DC 12 + spell level).
Summon Mephit (Sp): Once per day, all mephits can summon other
mephits much as though casting a summon monster spell, but they
have only a 25% chance of success to summon one mephit of the
same type. Roll d%: On a failure, no creature answers the
summons. A mephit that has just been summoned cannot use its own
summon ability for 1 hour.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.
Fast Healing (Ex): A fire mephit heals 2 points of damage
each round, provided it is still alive and it is touching a flame
at least as large as a torch.