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From Pathfinder Bestiary, which isn't enabled.

Fire Mephit

CREATURE 1

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.


Perception +3; darkvision; smoke vision
Languages Pyric
Skills Acrobatics +7, Deception +7
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +2
Smoke Vision

The fire mephit ignores the Concealed condition from smoke.


AC 17; Fort +3, Ref +9, Will +7
HP 16, fast healing 2 (while touching fire); Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
Fast Healing 2 (While Touching Fire)

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


Speed 20 feet, fly 25 feet
Melee Jaws +9 (finesse, unarmed), Damage 1d6 piercing plus 1d4 fire
Arcane Innate Spells DC 15, attack +7; Cantrips (1st) Daze, Light
Breath Weapon (arcane, fire)

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

The fire mephit can't use Breath Weapon again for 1d4 rounds.

Pathfinder BestiaryOGL