The rare places where the Elemental Planes of Fire and Water meet are areas of powerful steam, boiling liquids, and scalding vapor. On the Material Plane, scalding creatures are primarily found where elemental water and fire can mix to simulate these environs.
Scalding creatures appear as beings partially made of super-heated water. Boiling water and hot steam constantly emit from their superheated bodies.
“Scalding” is an inherited template that can be added to any living corporeal creature that does not have the earth subtype (referred to hereafter as the base creature). A scalding creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Senses: A scalding creature gains the following.
A scalding creature can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a scalding creature due to such conditions.
Hit Dice: Change all of the base creature’s racial HD to d10s.
Defensive Abilities: A scalding creature retains all the base creature’s defensive and gains the following.
The steam and vapors that make up a scalding creature’s body make it hard to land blows, granting it concealment at all times (20% miss chance).
Speed: A scalding creature retains the base creature’s speeds and gains a fly speed equal to the base creature’s fastest speed, with perfect maneuverability. If the base creature already has a fly speed, it remains the same, but the scalding creature’s maneuverability becomes perfect.
Special Attacks: A scalding creature gains the following.
Once every 1d4 rounds, a scalding creature can breathe a cloud of superheated steam. The steam can be expelled either as a 60 ft. line or in a 10 ft. radius spread centered on the scalding creature. As a line the steam deals 1d6 fire damage for every Hit Die the base creature has (maximum 20d6, Reflex save for half damage). As a spread the steam does 1d6 fire damage for every two Hit Dice the base creature has (maximum 10d6) and affects all within range with no save. The save DC is Constitution-based.
While it is in steam form (see below), a scalding creature can burn creatures within its form as the incendiary cloud spell. Every round within the cloud, a creature takes 1d6 damage for every two Hit Dice the base creature has. A successful Reflex save halves the damage. Regardless of if the target makes their save or not, half of this damage is fire damage and the other half is untyped. A scalding creature can remain in scalding form for a number of rounds equal to its Constitution modifier (minimum 1) and moves at a speed equal to its fly speed. At the end of this time the scalding creature resumes its natural form. The scalding creature may use this ability a number of times per day equal to 1+1 per 5 HD of the base creature. The save DC is Constitution-based.
Abilities: +6 Dex, –2 Int (minimum 1), +2 Wis
Languages: If the scalding creature can speak, it gains the ability to speak Aquan and Ignan in addition to any other languages the base creature knows.
Special Qualities: A scalding creature gains the following.
Environment: As base creature plus Planes of Fire and Water.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens