Ember Mephit
Ember mephits settle in forge halls and reactor decks and cannot be removed, because the habitat is the working part of the facility. A mephit lights anything that will take a flame, moves away, and watches. Managers post a watch for them.
- Physiology
- Elemental
- Size
- Small
- Speed
- 30 ft., fly 30 ft.
- Armor class
- 13
- Hit points
- 36 (8d6 + 8)
- Proficiency
- +2
- STR 6 -2 save -2
- DEX 15 +2 save +2
- CON 12 +1 save +1
- INT 8 -1 save -1
- WIS 11 +0 save +0
- CHA 13 +1 save +1
- Skills
- Perception +2 , Stealth +4
- Passive Perception
- 12
- Senses
- darkvision 60 ft.
- Languages
- Primordial
- Damage immunities
- fire, poison
- Damage vulnerabilities
- cold
- Condition immunities
- poisoned
- Found in
- Subterranean , Plane of Ignis
Traits
-
Death Burst
When it drops to 0 hit points it bursts into flame. Each creature within 5 feet makes a DC 11 Dexterity save or takes 2d6 fire damage.
-
Ignites Objects
Sets one flammable object it touches alight each round, and moves away to watch.
Actions
-
Claws
+4 to hit · reach 5 ft.
1d4 + 2 fire damage
-
Ember Breath
A 15-foot cone. Each creature in it makes a DC 11 Dexterity save, taking 2d6 fire damage and gaining the Burning condition on a failure, or half as much and no burning on a success. It can do this once every two rounds.