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Mephit:Steam Mephit
Size & Type (subtype):Small Outsider (Fire)Hit Dice:3d8 (13)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   30 ft., fly 50 ft. (average)  
Armor Class:   16 (+1 size, +1 Dex, +4 natural)   Attacks:   2 claws +4 melee  
Damage:   Claw 1d3 and 2 fire   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Breath weapon, spell-like abilities, summon mephit   Special Qualities:   Fire subtype, fast healing 2, damage reduction 5/+1  
Saving Throws  Fortitude: 3  
Reflex: 4  
Will: 3  
Abilities:   Str: 10
Dex: 13
Con: 10
Int: 12
Wis: 11
Cha: 15
Skills:   Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   Standard   Alignment:   Usually neutral  
Advancement:   4-6 HD (Small); 7-9 HD (Medium-size)  

Description:  

Breath Weapon (Su): Cone of steam, 10 feet, once every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC 15).

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Fast Healing (Ex): A steam mephit heals 2 points of damage each round, provided it is still alive and it is touching boiling water or is in a hot, humid area.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002