Steam Mephit
Creature 1 (uncommon) — elemental, fire, water
Pre-Remaster content. May include legacy alignment.
SnareWeaverLANDAERIALAQUATICelementalfirewater
These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren't bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment.
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +3; darkvision; steam vision
Languages pyric, thalassic
Skills acrobatics +7, intimidation +6
Str
+1
Dex
+2
Con
+4
Int
-2
Wis
+0
Cha
+0
AC 16
Fort +9
Ref +7
Will +5
HP 19 ((fast healing 2 (in boiling water or steam)))
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 3
Speed 20 feet, fly 25 feet, swim 25 feet
Offense
Melee Claw (agile, finesse, unarmed) +7, Damage 1d6+1 slashing
Abilities
Steam Vision — The steam mephit ignores the Concealed condition from mist and steam.
Fast Healing 2 (in boiling water or steam) — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Boiling Rain (arcane, fire, water) — Frequency once per day
Effect The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 Reflex save), and small unattended flames (such as torches) are extinguished.
Effect The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 Reflex save), and small unattended flames (such as torches) are extinguished.
Breath Weapon (arcane, fire) — The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 Reflex save).
The steam mephit can't use Breath Weapon again for 1d4 rounds.
The steam mephit can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells DC 17, attack +7
2nd Obscuring Mist
WORKS WELL WITH
AnvilLAND / AERIAL / AQUATICAnchors targets within the emanation and cone zones to maximize area damage output.
CrasherLAND / AERIAL / AQUATICDrives scattered foes back into area-denial zones for compounded fire damage.
MenderLAND / AERIAL / AQUATICSustains the fragile area controller while it maintains forward emanation pressure.
PUNISHES
✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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