Steam MephitCR 3

Usually N Small Outsider (Extraplanar, Fire)

Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Ignan

AC 16, touch 12, flat-footed 15; Dodge
(+1 size, +1 Dex, +4 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Immune fire

Fort +3, Ref +4, Will +3

Weakness vulnerability to cold

Speed 30 ft., fly 50 ft. (average)

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

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—blur

Abilities Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

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

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.

Rainstorm (Sp) 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 DC is Charisma-based.