Mephit, Fire

Family: Mephits

Small elemental, neutral evil

Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 30 ft., fly 40 ft.

13 (+1) 15 (+2) 12 (+1) 6 (-2) 11 (+0) 14 (+2)

Skills Perception +2, Stealth +4
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Ignan
Challenge 1/2 (100 XP)

Special Traits

  • Death Burst. When the mephit dies, it explodes in a burst of flame. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 5 (1d10) fire damage.
  • Innate Spellcasting (1/day). The mephit’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast heat metal, requiring no material components.


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage.
  • Fire Breath (recharge 6). The mephit exhales fire in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.


Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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