3e SRD:Mephit, Fire

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Fire Mephit

Size/Type: Small Outsider (Fire)
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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