Steam Mephit

MapTool Token

NameSteam Mephit
Sorted NameMephit, Steam
FamilyMephit
Size and TypeSmall Outsider (Extraplanar, Fire)
Hit Dice Count3
Hit Dice3d8 (13 hp)
Random Hit Points3d8 - 0
Initiative+5
Speed30 ft. (6 squares), fly 50 ft. (average)
Armor Class16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple+3/-1
Attack

Claw +4 melee (1d3 plus 1d4 fire)

Full Attack

2 claws +4 melee (1d3 plus 1d4 fire)

Space/Reach5 ft./5 ft.
Special AttacksBreath weapon, spell-like abilities, summon mephit
Special Qualities

Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold

SavesFort +3, Ref +4, Will +3
AbilitiesStr 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills

Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats

Dodge, Improved Initiative

EnvironmentElemental Plane of Fire
Challenge Rating3
Organization

Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

TreasureStandard
AlignmentUsually neutral
Advancement4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Steam mephit; CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 plus 1d4 fire, claw); Full Atk +4 melee (1d3 plus 1d4 fire, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative

Steam Mephit

Steam Mephit
Small Outsider (Extraplanar, Fire)
Hit Dice:
3d8 (13 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+3/-1
Attack:
Claw +4 melee (1d3 plus 1d4 fire)
Full Attack:
2 claws +4 melee (1d3 plus 1d4 fire)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
Saves:
Fort +3, Ref +4, Will +3
Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Fire
Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment:
+3 (cohort)

Steam mephits come from the Elemental Plane of Fire.

Steam mephits are bossy creatures who consider themselves the lords of all their kind. Each one is about 4 feet tall and weighs about 2 pounds.

Steam mephits speak Common and Ignan.

Combat

Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.

Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +4 melee (1d3 plus 1d4 fire), or 2 claws +4 melee (1d3 plus 1d4 fire)

feats: DODGE, IMPROVED INITIATIVE, ,