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Mephit, Fire [ Mephit ] Full List
| Size: | Small (Outsider) |
| HP: | 3d8 + 0 (ave 15 hp, max 24 hp)
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| Initiative: | +5 (+1 Dex, +4 Improved Initiative)
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| Speed: | 30 ft., fly 50 ft. (average) |
| Armor Class: | 16, touch 12 (natural 4, dex 1, size 1)
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Attacks:
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2 Claws +5 Melee, 1d3 And 2 Fire |
| Face/Reach: | Width: 10' ft., Length: 10' ft., Reach: 5' ft. |
| Special Attacks: | Breath Weapon, Spell-like Abilities, Summon Mephit |
| Special Qualities: | Fire Subtype, Fast Healing 2, Damage Reduction 5/+1 |
| Saves: | Fort: 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/Terrain: | Any land and underground |
| Organization: | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) |
| CR: | 3 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | Small: 3 4 5 6
Medium-size: 7 8 9
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Breath Weapon (Su):
Cone of fire, 15 feet; damage 1d8, Reflex half DC 12. A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
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Fire Subtype (Ex):
Fire immunity, double damage from cold except on a successful save.
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Fast Healing (Ex):
A fire mephit heals only if it is touching a flame at least as large as a torch. Mephits heal 2 points of damage each round, provided they are still alive.
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| 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.
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