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Mephit, Fire [ Mephit ] Full List

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Size:Small (Outsider)
HP:3d8 + 0 (ave 15 hp, max 24 hp)
Initiative:+5 (+1 Dex, +4 Improved Initiative)
Speed:30 ft., fly 50 ft. (average)
Armor Class:16, touch 12 (natural 4, dex 1, size 1)
Attacks: 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

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.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

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.

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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