Greater Steel MephitCreature 4
Source Pathfinder Society Scenario #1-09: Star-Crossed Voyages
Perception +12 (darkvision, tremorsense (imprecise) 30 feet)
Languages Terran
Skills Athletics +13
Str +5, Dex -2, Con +3, Int -2, Wis +2, Cha -1
AC 21; Fort +13; Reflex +6; Will +10;
HP 65 (fast healing 4 (while within Paravaax's aura)
Speed 20 feet (burrow 20 feet, fly 15 feet)
Immunities bleed, paralyzed, poison, sleep
Fist +13 (+8, +3) to hit 2d8+5 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Tremorsense (Imprecise) 30 feetTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Fast Healing 4 (while within Paravaax's aura)A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Breath Weapon (arcane, earth)The greater steel mephit breathes shards of iron in a 15-foot cone that deals 3d6 slashing damage to each creature within the area (DC 19 basic reflex save). Creatures who fail their save against this effect also take 1d6 Persistent Bleed Damage. The greater steel mephit can't use its breath weapon again for 1d4 rounds.
Arcane Innate Spells (DC 20, +12 to hit)
2nd Level: Enlarge (Self Only)
3rd Level: Meld into Stone
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.