Fire MephitCR 3

Usually N Small Outsider (Extraplanar, Fire)

Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Ignan

AC 16, touch 12, flat-footed 15; Dodge
(+1 size, +1 Dex, +4 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Immune fire

Fort +3, Ref +4, Will +3

Weakness vulnerability to cold

Speed 30 ft., fly 50 ft. (average)

Melee 2 claws +4 (1d3 plus 1d4 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—scorching ray (DC 14)

1/day—heat metal (DC 14)

The save DCs are Charisma-based

Abilities Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A fire mephit heals only if it is touching a flame at least as large as a torch.

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.