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Mephit:Magma 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)  


Breath Weapon (Su): Cone of magma, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour, a magma mephit can shapechange into a pool of lava 3 feet in diameter and 6 inches deep. The mephit's damage reduction improves to 20/+1. The mephit can't attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can't "run." In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool's touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics as the spell cast by a 6th-level sorcerer (save DC 12 + spell level). It can use itself as the fire source without harm.

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 magma mephit heals 2 points of damage each round, provided it is still alive and it is touching magma, lava, or a flame at least as large as a torch.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002