D20:Steam Mephit Creature
[top]STEAM MEPHIT
CR 3 | ||
---|---|---|
HP 13, hd3d8 Initiative +5AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-fooded 15 Fort +3, Ref +4, Will +3 Speed 30 ft. (6 squares), fly 50 ft. (average) Spot , Listen | ||
Standard attacks BAB +3, Grapple ?1 | ||
Attacks | ||
Full attack: 2 claws +4 melee (1d3 plus 1d4 fire) | ||
Special Attacks/Qualities | ||
Breath weapon, spell-like abilities, summon mephit | ||
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold | ||
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 | ||
Str 10 Con 10 Dex 13 Int 6 Wis 11 Cha 15 | ||
Alignment Usually neutral, Environment Elemental Plane of Fire, Organisation Solitary (1), gang (2?4 mephits of mixed types), or mob (5?12 mephits of mixed types) |
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.
[top]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 Consitution-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.
System Reference Document -> List of Creatures (SRD)
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 Consitution-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.
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Cohort | CR3 | Creature | D20 | Elemental Plane Of Fire | Extraplanar Subtype | Fire Subtype | LA3 | Mephit | Neutral Alignment | Outsider Type | Small Size | SRD
Created by Last edited by , 10-23-2011 at 11:59 AM 0 Comments, 7,447 Views |
, 05-20-2007 at 01:08 AM
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