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.
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