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Monsters

id404
NameMephit:Fire Mephit
SizeAndTypeSmall Outsider (Fire)
HitDice3d8 (13)
Initiative+5 (+1 Dex, +4 Improved Initiative)
Speed30 ft., fly 50 ft. (average)
ArmorClass16 (+1 size, +1 Dex, +4 natural)
Attacks2 claws +4 melee
DamageClaw 1d3 and 2 fire
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksBreath weapon, spell-like abilities, summon mephit
SpecialQualitiesFire subtype, fast healing 2, damage reduction 5/+1
Saves_Fort3
Saves_Ref4
Saves_Will3
AbilitiesStr 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
SkillsBluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
FeatsImproved Initiative
ClimateAndTerrainAny land and underground
OrganizationSolitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
ChallengeRating_Value3
TreasureStandard
AlignmentUsually neutral
Advancement4-6 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.