Fire Mephit

MapTool Token

NameFire Mephit
Sorted NameMephit, Fire
FamilyMephit
Size and TypeSmall Outsider (Extraplanar, Fire)
Hit Dice Count3
Hit Dice3d8 (13 hp)
Random Hit Points3d8 - 0
Initiative+5
Speed30 ft. (6 squares), fly 50 ft. (average)
Armor Class16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple+3/-1
Attack

Claw +4 melee (1d3 and 1d4 fire)

Full Attack

2 claws +4 melee (1d3 and 1d4 fire)

Space/Reach5 ft./5 ft.
Special AttacksBreath weapon, spell-like abilities, summon mephit
Special Qualities

Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold

SavesFort +3, Ref +4, Will +3
AbilitiesStr 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
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

EnvironmentElemental Plane of Fire
Challenge Rating3
Organization

Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

TreasureStandard
AlignmentUsually neutral
Advancement4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Fire mephit; CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: 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); Dodge, Improved Initiative

Fire Mephit

Fire Mephit
Small Outsider (Extraplanar, Fire)
Hit Dice:
3d8 (13 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+3/-1
Attack:
Claw +4 melee (1d3 and 1d4 fire)
Full Attack:
2 claws +4 melee (1d3 and 1d4 fire)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Saves:
Fort +3, Ref +4, Will +3
Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
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
Environment:
Elemental Plane of Fire
Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment:
+3 (cohort)

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

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) 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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +4 melee (1d3 and 1d4 fire), or 2 claws +4 melee (1d3 and 1d4 fire)

feats: DODGE, IMPROVED INITIATIVE, ,