Mephit:Fire Mephit | 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 Reflex: 4 Will: 3
| Abilities: | Str: 10 Dex: 13 Con: 10 Int: 12 Wis: 11 Cha: 15 | 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) |
| Description: |
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.
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