STEAM MEPHIT
{{Monster Table
| creature=
| style=
| size=Small | type= Outsider (Extraplanar, Fire)
| hd= 3d8 | hp=13
| init= +5
| speed= 30 ft. (6 squares), fly 50 ft. (average)
| ac= 16 (+1 size, +1 Dex, +4 natural) | touch= 12 | flat= 15
| bab= +3 | grapple=–1
| at= Claw +4 melee (1d3 plus 1d4 fire)
| full_at= 2 claws +4 melee (1d3 plus 1d4 fire)
| space= 5 ft. | reach=5 ft.
| sa= Breath weapon, spell-like abilities, summon mephit
| sq= Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
| fort= +3 | ref= +4 | will= +3
| | str=10| dex=13| con=10| int=6| wis=11| cha=15
| skills= Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
| feats= Dodge, Improved Initiative
| env= Elemental Plane of Fire
| org= Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
| cr= 3
| treas= Standard
| align= Usually neutral
| adv= 4–6 HD (Small); 7–9 HD (Medium)
| la= +3 (cohort)
}}
Steam mephits come from the Elemental Plane of Fire.
Steam mephits are bossy creatures who consider themselves the lords of all their kind. Each one is about 4 feet tall and weighs about 2 pounds.
Steam mephits speak Common and Ignan.
COMBAT
Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.
Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Consitution-based and includes a +1 racial bonus. Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. 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 DCs are Charisma-based. Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.- System Reference Document -> List of Creatures (SRD)
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Category:SRD Category:Creature Category:CR3 Category:Elemental Plane Of Fire Category:Extraplanar Subtype Category:Fire Subtype Category:Neutral (Law-Chaos) Alignment Category:Neutral (Good-Evil) Alignment Category:Outsider Type Category:Small Size Category:LA3 Category:Cohort Category:Mephit{{OGL Bottom|the System 3.5 Reference Document|SRD}}