Mephit, Fire

Small Outsider (Extraplanar, Fire) — CR 3

Monster Manual v.3.5 (MM), p. 182Updated 3.5

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.