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|This material is published under the OGL 1.0a.|
|Size/Type:||Small Outsider (Extraplanar, Fire)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||30 ft. (6 squares), fly 50 ft. (average)|
|Armor Class:||16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15|
|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)|
|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.
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.
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