[top]FIRE MEPHIT

CR 3
HP 13, hd3d8
AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-fooded 15
Fort +3, Ref +4, Will +3
Speed 30 ft. (6 squares), fly 50 ft. (average)
Initiative +5
Spot , Listen
Standard attacks
BAB +3, Grapple ?1
Attacks
Full attack: 2 claws +4 melee (1d3 and 1d4 fire)
Special Attacks/Qualities
Breath weapon, spell-like abilities, summon mephit
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Skills Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats Dodge, Improved Initiative
Str 10
Con 10
Dex 13
Int 6
Wis 11
Cha 15
Alignment Usually neutral,
Environment Elemental Plane of Fire,
Organisation Solitary (1), gang (2?4 mephits of mixed types), or mob (5?12 mephits of mixed types)


Fire mephits come from the Elemental Plane of Fire.
A fire mephit is about 4 feet tall and weighs about 1 pound.
Fire mephits speak Common and Ignan.

[top]COMBAT

Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Consitution-based and includes a +1 racial adjustment.
Spell-Like Abilities: 1/hour?scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day?heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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