Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 15; Cantrips (1st) daze, light
Ability
Breath Weapon
(arcane, fire) The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire 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.
Ability
Smoke Vision
The fire mephit ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
jaws +9 [+4/-1] (finesse), Damage 1d6 piercing and 1d4 fire
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
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. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
bleed
paralyzed
poison
sleep
Language
Ignan
Perception
darkvision
smoke vision
Weakness
cold 3