Mephit, Smoke

This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along.

Smoke Mephit CR 3

XP 800
N Medium outsider (air, extraplanar, fire)
Init +6; Senses darkvision 60 ft.; Perception +4


AC 17, touch 14, flat-footed 14 (+1 size, +2 Dex, +1 dodge, +3 natural)
hp 16 (3d10); fast healing 2
Fort +1, Ref +5, Will +3
DR 5/magic; Immune fire, outsider traits
Weakness vulnerability to cold


Speed 30 ft., fly 50 ft. (perfect)
Melee 2 claw +3 (1d3)
Special Attacks breath weapon (15-foot cone of black soot, DC 12 for half, 1d4 fire)
Spell-like Abilities (CL 6th)

1/day—ember storm, summon (level 2, 1 smoke mephit 25%)


Str 10, Dex 14, Con 10, Int 6, Wis 11, Cha 15
Base Atk +3; CMB +3; CMD 17
Feats Dodge, Improved Initiative
Skills Bluff +7, Diplomacy +7, Disguise +6, Escape Artist +8, Fly +12, Intimidate +6, Perception +4, Stealth +8
Languages Ignan, Common


Ember Storm (Sp)

Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20- foot radius. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half, caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DC is Charisma-based.

Fast Healing (Ex)

A smoke mephit heals only if it is exposed to smoke or soot (whether magically created or mundane in nature).

Sooty Breath (Su)

Living creatures that fail their saves against the smoke mephit’s breath weapon are tormented by burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.


Environment any (Plane of Fire)
Organization solitary, gang (2-4), or mob (5-12)
Treasure standard

Smoke mephits are generally only encountered on the Plane of Molten Skies, though it is believed they originate from a plane or para-plane comprised entirely of smoke. They are generally lazy, but quick to anger. When encountered on the material planes it is usually because they have been summoned or called by a spellcaster to perform some task or chore. On such planes, smoke mephits generally prefer warmer climates and are never found in cold areas (unless specifically called by a spellcaster).

Smoke mephits enjoy combat and rush headlong into it, slashing with their claws. If a smoke mephit can draw its opponents to within 20 feet of its position, it uses its spell-like abilities to create an ember storm.

A smoke mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A smoke mephit stands about 4 feet tall and weighs about 2 pounds.

Section 15: Copyright Notice

Smoke Mephit from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

scroll to top