Mephit, Steam
Small Outsider (Extraplanar, Fire) — CR 3
Mephit, Steam is a D&D 3.5 monster from MM, p. 184. CR 3, HD 3d8 (13 hp).
- Hit Dice
- 3d8 (13 hp)
- Initiative
- +5
- Speed
- Land 30 ft
- Armor Class
- 16, touch 12, flat-footed 15
- Base Attack / Grapple
- +3/+2
- Attack
- Claw +4 melee (1d3 plus 1d4 fire)
- Full Attack
- 2 claws +4 melee (1d3 plus 1d4 fire)
- STR
- 10
- DEX
- 13
- CON
- 10
- INT
- 6
- WIS
- 11
- CHA
- 15
- Fort / Ref / Will
- +3 / +4 / +3
- Challenge Rating
- 3
- Alignment
- Usually Neutral
- Organization
- Solitary (1), gang (2−4 mephits of mixed types), or mob (5−12 mephits of mixed types)
- Treasure
- Standard
- Environment
- Elemental Plane of Fire
- Level Adjustment
- +3
- Caster Level
- 3
Special Abilities
Feats
This winged creature looks like a miniature human with pale skin and wisps of vapor rising from its nose, mouth, and ears. It sheds drops of steaming water when it moves.
Description
Mephits are minor creatures from the elemental planes. They are more curious than evil, though each individual’s nature varies depending on the essence of the element that birthed it.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
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
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.
A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
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.