Fire Mephit

Level 1
Creature· elementalSmallLegacy
AC
17
HP
16
Speed
20 ft.
Perception
+3
Fort
+3
Ref
+9
Will
+7
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 3
Languages pyric
Senses darkvision
Skills acrobatics +7, deception +7
Other Speeds fly 25 ft.
Recall Knowledge DC 15 (nature)

Attacks

Melee Jaws +9 (finesse, unarmed), Damage 1d6 piercing plus 1d4 fire

Abilities

Smoke Visioninteraction

The fire mephit ignores the Concealed condition from smoke.

Fast Healing 2 (While Touching Fire)
Breath Weapon◆◆

The fire mephit breathes flames in a 15-foot area that deals 2d4 fire damage and 1d4 persistent fire damage to each creature within the area (DC 17 reflex save).

The fire mephit can't use Breath Weapon again for .

Fire mephits are conniving and quick to anger. They aren't evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they flap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time.


Mephits-sometimes known as elemental scamps-are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.