Fire Mephit | CR 3 |
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Usually N Small Outsider (Extraplanar, Fire) Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6 Languages Common, Ignan |
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AC 16, touch 12, flat-footed 15; Dodge hp 13 (3 HD); DR 5/magic; fast healing 2 Immune fire Fort +3, Ref +4, Will +3 Weakness vulnerability to cold |
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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 |
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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) |
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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. |