3e SRD:Mephit, Steam

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Steam Mephit[edit]

Size/Type: Small Outsider (Fire)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+1 Dex, Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
AC: 16 (+1 size, +1 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 fire
Face/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
Saves: Fort +3, Ref +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/Terrain: Any land and underground
Organization: Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)


Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Cone of steam, 10 feet; 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: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

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. 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.

Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

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

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