This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Environment: Any (Elemental planes)
Organization: 1-12
Proficiency Score: +4
Small; Principle/Independent; Inferno, Outsider
Armor Class: 19 (+2 Dex, +1 Natural, +1 Dodge, +1 Size, +4 Proficiency Score)
Hit Points: 110 (10d10+10)
Speed: Land 30 feet, Fly 40 feet
Initiative: +2 (Advantage)
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 15 (+2) | 12 (+1) | 6 (-2) | 11 (+0) | 14 (+2) |
Saves:
- Fortitude +1
- Reflex +6
- Will +0
Skills:
- Acrobatics +6
- Deception +6
- Perception +4
- Stealth +6
Immunities:
- Effects with the fire tags
Resistances:
- 5 against effects with the magical tags
Weaknesses:
- Effects with the cold tags
Senses: Passive Perception: 14; Dark Vision 60 feet
Languages: Common, Ignan
Fast Healing (2). A Fire Mephit gains a number of hit points at the beginning of its turn equal to the value of this ability while touching fire.
Spells. A Fire Mephit is an Arcane caster.
Spell Attack: +6/+1/-4; Spell DC: 16
- At Will: Burning Hands
- 3 per 24 Hours: Fireball, Summon Creature (Level 4, another mephit)
Actions
Breath Weapon (5 or 6, 15-foot cone). Ranged Strike DC 16 Save with 2d6 fire damage, halved on a success.
Claw. Melee Strike +6/+2/-2 (agile, finesse, unarmed) with 2d4+2 slashing damage.