Fire Mephit

Level 1
Creature· elementalSmallLegacy
AC 17
HP 16 (fast healing 2 (while touching fire))
Speed 20 ft.
Fort +3
Ref +9
Will +7
Perc +3
Size Small
Common
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 3
Spells
Arcane Innate Spells (DC 15, attack +7)
Cantrips Daze, Light
Languages pyric
Senses darkvision
Speeds 20 ft., fly 25 ft.
Skills acrobatics +7, deception +7
Recall Knowledge nature DC 15

Attacks

Melee Jaws +9/+4/-1(finesse, unarmed)
Damage: 1d6 piercing + 1d4 fire

Abilities

Smoke Visioninteraction

The fire mephit ignores the Concealed condition from smoke.

Fast Healing 2 (While Touching Fire)defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Breath Weapon◆◆offensive(arcane, fire)

The fire mephit breathes flames in a 15-foot cone 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 1d4 rounds.

Description

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.