Mephit, Steam

(Generated 18 times)
Namelist None
Rank Novice
Race Gargoyle, Lesser Horned
Cult rank None
Notes Steam mephits are small imp like humanoids with pale skin and wisps of vapor rising from its nose, mouth, and ears. It sheds drops of steaming water when it moves and its wings look like vapour trails. It is about four feet (120 centimeters) tall and weighed about 10 pounds (about 5 kilograms). Steam mephits are bossy creatures who consider themselves the lords of all their kind. Steam mephits rush into combat eagerly, driven by an oversized ego as they are overconfident and brash. A steam mephit heals 2 hits a round if it is touching boiling water or is in a hot, humid area. Steam mephits can, once per day, create a rainstorm of boiling water that affects a 20-foot-radius area Such creatures can spray cones of steam at their enemies, which caused their skin and eyes to burn and blister. They could also surround themself with a plume of vapor,. Special Attacks breath weapon (15-foot cone, opposed Evade vs attack roll for for half) The mephit can unleash a particular breath weapon every 4 rounds as an action. The breath weapon of a steam mephit is a cone of steam that deals 1d4 heat damage. The scalding water also causes living creatures to be dazed for 3 rounds due to pain. A save halves the damage and negates the pain effect. Spell-Like Abilities 1/day—summon: (1 mephit of the same type 25% chance) blur 1/hour: lasts 6 minutes. The subject’s outline appears blurred, shifting, and wavering. (20% chance attack misses) Boiling Rain 1/day: Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-radius. Living creatures within the area take 2d6 points of heat damage to all locations, Armour protects as full(standard save for half). Death Burst. When the mephit dies, it bursts in a shower of steam that fills a 5-foot-radius sphere. All within take 1d4 damage to all locations. Armour does not protect (save for half damage) Weakness to Cold and desiccants: take extra half damage for these attacks. Any non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved.
STR 2d6+6
CON 2d6+4
SIZ 1d3+6
DEX 2d6+6
INT 1d6+6
POW 1d12+6
CHA 2d6+5
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10 Chest 2
11-12 Right Wing 2
13-14 Left Wing 2
15-16 Right Arm 2
17-18 Left Arm 2
19-20 Head 2
Movement 4 m (6 m fly)
Natural armor Yes

Non-random features

Ability ***Weakness*** Weakness against environment or Rune
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Immunity to fire***
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.

Standard skills

Athletics STR+DEX+15 Brawn STR+SIZ+15 Deceit INT+CHA+30
Endurance CON+CON+40 Evade DEX+DEX+20 Influence CHA+CHA+30
Insight INT+POW+30 Perception INT+POW+30 Stealth DEX+INT+30
Willpower POW+POW+30

Custom skills

Fly DEX+DEX+50 Passon: overconfident and brash CHA+POW+4d10+5

Combat styles

Steamed AssaultSTR+DEX+4d10+5

Weapon options

1-handed weapons

Amount: 2
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Steam breath (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claws 1h-melee 1d4 S S - Grip, bleed Y Y 6 6 Claw
Steam breath ranged 1d4 - - - see text N Y 0 0 head

Folk spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
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