Mephit, Fire
Small Outsider (Extraplanar, Fire) — CR 3
Mephit, Fire is a D&D 3.5 monster from MM, p. 182. CR 3, HD 3d8 (13 hp).
- Hit Dice
- 3d8 (13 hp)
- Initiative
- +5
- Speed
- Land 30 ft
- Armor Class
- 16, touch 12, flat-footed 15
- Base Attack / Grapple
- +3/-2
- Attack
- Claw +4 melee (1d3 and 1d4 fire)
- Full Attack
- 2 claws +4 melee (1d3 and 1d4 fire)
- STR
- 10
- DEX
- 13
- CON
- 10
- INT
- 6
- WIS
- 11
- CHA
- 15
- Fort / Ref / Will
- +3 / +4 / +3
- Challenge Rating
- 3
- Alignment
- Usually Neutral
- Organization
- Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
- Treasure
- Standard
- Environment
- Elemental Plane of Fire
- Level Adjustment
- +3
- Caster Level
- 3
Special Abilities
Feats
This winged creature looks like a miniature devil, wreathed in flame and cackling with mischief.
Description
Mephits are minor creatures from the elemental planes. They are more curious than evil, though each individual’s nature varies depending on the essence of the element that birthed it.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
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.
Combat
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment.
Spell-Like Abilities: 1/hour—scorching ray (DC 14, caster level 3rd); 1/day—heat metal (DC 14, caster level 6th). The save DC is Charisma-based.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Fast Healing (Ex): A fire mephit heals 2 points of damage each round only if it is touching a flame at least as large as a torch.