Steam MephitCreature 1
Source Pathfinder Bestiary 2
Perception +3 (darkvision, steam vision)
Languages Aquan, Ignan
Skills Acrobatics +7, Intimidation +6
Str +1, Dex +2, Con +4, Int -2, Wis +0, Cha +0
AC 16; Fort +9; Reflex +7; Will +5;
HP 19 (fast healing 2 (in boiling water or steam)
Speed 20 feet (fly 25 feet, swim 25 feet)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 3
Claw +7 (+3, -1) to hit (agile, finesse) 1d6+1 Slashing
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.
Steam VisionThe 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, conjuration, 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 basic 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 basic reflex save).
The steam mephit can't use Breath Weapon again for 1d4 rounds.
Arcane Innate Spells (DC 17, +7 to hit)
2nd Level: Obscuring Mist
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FireEffects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.