Mephit, Magma

Mephit, Magma (CR 3)
Small outsider (earth, fire)
Init 16; Senses darkvision; Notice 16
AC 17, flat-footed 14
(+2 Dex, +1 dodge, +3 natural, +1 size)
HP 19 (3d10+3); fast healing 2 (magma or lava)
Fort +2, Ref +5, Will +3
DR 5/magic; Immune acid, fire
Speed 30 ft., fly 40 ft.
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (2/day; 15-foot cone, 1d8 fire, R-DC 13 for half; +1 racial bonus)
Spell-Like Abilities (CL 3rd; caster check +5)
1/day—summon (level 2, 1 air mephit 25%), pyrotechnics (W/F-DC 14)
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Deception +8, Knowledge (planes) +4, Perception +6, Stealth +12
Languages Auran, Common
Environment Realms Within (Ignatius, Lithanos)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure Value 800 gp
Special Abilities
Magma Form (Su): Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.