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|This material is published under the OGL 1.0a.|
|Size/Type:||Small Outsider (Extraplanar, Fire)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||30 ft. (6 squares), fly 50 ft. (average)|
|Armor Class:||16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15|
|Attack:||Claw +4 melee (1d3 plus 1d4 fire)|
|Full Attack:||2 claws +4 melee (1d3 plus 1d4 fire)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Breath weapon, spell-like abilities, summon mephit|
|Special Qualities:||Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold|
|Saves:||Fort +3, Ref +4, Will +3|
|Abilities:||Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15|
|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|
|Environment:||Elemental Plane of Fire|
|Organization:||Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)|
|Advancement:||4–6 HD (Small); 7–9 HD (Medium)|
|Level Adjustment:||+3 (cohort)|
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.
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 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.