3e SRD:Mephit, Fire
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|This material is published under the OGL|
|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|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)|
|Advancement:||4-6 HD (Small); 7-9 HD (Medium-size)|
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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