Mephit, Steam

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.

Steam Mephit CR 3

XP 800
N Small outsider (fire)
Init +6; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (works only in boiling water or steam)
Fort +2, Ref +5, Will +3
DR 5/magic Immune fire
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)

1/day—summon (level 2, 1 mephit of the same type 25%), blur 1/hour

STATISTICS

Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)

SPECIAL ABILITIES

Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a steam mephit is a cone of steam that deals 1d4 fire damage. The scalding water also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.

Boiling Rain (Su)

Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell.

ECOLOGY

Environment any (elemental planes)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard

Steam mephits are commonly found on the Plane of Fire. These mephits are overconfident and brash.

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