3e SRD:Mephit, Fire
Fire Mephit
Size/Type: | Small Outsider (Fire) |
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Hit Dice: | 3d8 (13 hp) |
Initiative: | +5 (+1 Dex, Improved Initiative) |
Speed: | 30 ft., fly 50 ft. (average) |
AC: | 16 (+1 size, +1 Dex, +4 natural) |
Attacks: | 2 claws +4 melee |
Damage: | Claw 1d3 and 2 fire |
Face/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 |
Saves: | Fort +3, Ref +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) |
Challenge Rating: | 3 |
Treasure: | Standard |
Alignment: | Usually neutral |
Advancement: | 4-6 HD (Small); 7-9 HD (Medium-size) |
Combat
Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Cone of fire, 15 feet; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
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.
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.
Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.
A fire mephit heals only if it is touching a flame at least as large as a torch.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
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