id | 404 |
---|---|
Name | Mephit:Fire Mephit |
SizeAndType | Small Outsider (Fire) |
HitDice | 3d8 (13) |
Initiative | +5 (+1 Dex, +4 Improved Initiative) |
Speed | 30 ft., fly 50 ft. (average) |
ArmorClass | 16 (+1 size, +1 Dex, +4 natural) |
Attacks | 2 claws +4 melee |
Damage | Claw 1d3 and 2 fire |
FaceAndReach | 5 ft. by 5 ft./5 ft. |
SpecialAttacks | Breath weapon, spell-like abilities, summon mephit |
SpecialQualities | Fire subtype, fast healing 2, damage reduction 5/+1 |
Saves_Fort | 3 |
Saves_Ref | 4 |
Saves_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 |
ClimateAndTerrain | Any land and underground |
Organization | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) |
ChallengeRating_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. |