3e SRD:Mephit, Magma

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Magma Mephit[edit]

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 magma, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

Once per hour, a magma mephit can shape¬change into a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/+1. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t "run." In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.

Once per day a magma mephit can use pyrotechnics as the spell cast by a 6th-level sorcerer. It can use itself as the fire source without harm.

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 magma mephit heals only if it is touching magma, lava, or 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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