Mephit, Steam (CR 3)

Small Outsider (Fire and Extraplanar)
Alignment: Usually neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +6, and Spot +6


AC: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Hit Dice: 3d8 (13 hp); DR: DR 5/magic
Fort +3, Ref +4, Will +3
Speed: 30 ft., fly 50 ft. (average)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee
Damage: Claw 1d3 and 1d4 fire
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Special Qualities: Fast healing 2, fire immunity, cold vulnerability
Feats: Improved Initiative
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +7, Hide +11, Listen +6, Move Silently +7, Spot +6, and Use Rope +1 (+3 with bindings)
Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Treasure/Possessions: Standard

Source: Monster Manual

Mephits are minor elemental creatures drawn from the basic components of creation. They are more curious than evil, although their natures vary with the essence of what birth them.

All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental nature is apparent at first glance.

Steam mephits are bossy creatures who consider themselves the lords of all their kind. These hot-tempered creatures release a plume of steam when they breathe and trail scalding water when they walk. They are about 4 feet tall and weigh about 2 pounds.

Combat

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

All mephits fight by biting and clawing or by using their breath weapon.

Breath Weapon (Su): 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. A mephit can use its breath weapon once every 1d4 rounds as a standard action.

Spell-Like Abilities; Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a I spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a rain-storm 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).

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

Fast Healing (Ex): A steam mephit heals 2 points of damage each round, only if it is touching boiling water or is in a hot, humid area.

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.

MEPHIT GANGS AND SWARMS

Groups of similar mephits (for example, water, ooze, and ice) sometimes congregate in any locale they all find comfortable.