|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 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
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.