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Fire MephitCreature 1

Source Pathfinder Bestiary
Perception +3 (darkvision, smoke vision)
Languages Ignan
Skills Acrobatics +7, Deception +7
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +2

AC 17; Fort +3; Reflex +9; Will +7;
HP 16 (fast healing 2 (while touching fire)
Speed 20 feet (fly 25 feet)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 3

Jaws One Action +9 (+4, -1) to hit (finesse) 1d6 Piercing + 1d4 Fire


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Smoke Vision

The fire mephit ignores the Concealed condition from smoke.

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.

Breath Weapon Two Actions (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 basic reflex save).

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

Arcane Innate Spells (DC 15, +7 to hit)

Cantrips (1st Level): Daze, Light

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.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.