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From Pathfinder Society Scenario #3-12: Fury's Toll, which isn't enabled.

Scalding Mephit

CREATURE 2

Variant steam mephit

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.


Perception +4; darkvision; steam vision
Languages Pyric, Thalassic
Skills Acrobatics +8, Intimidation +7
Str +1, Dex +2, Con +4, Int -2, Wis +0, Cha +0
Steam Vision

The steam mephit ignores the Concealed condition from mist and steam.


AC 18; Fort +10, Ref +8, Will +6
HP 28, (fast healing 2 (in boiling water or steam)); Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 5
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.


Speed 20 feet, fly 25 feet, swim 25 feet
Melee Claw +9 (agile, finesse, unarmed), Damage 1d6+3 slashing
Arcane Innate Spells DC 18, attack +10; 2nd Obscuring Mist
Boiling Rain (arcane, fire, water)
Frequency once per day

Effect The scalding mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8+3 fire damage (DC 18 basic Reflex save), and small unattended flames (such as torches) are extinguished.
Breath Weapon (arcane, fire)

The scalding mephit spits a cloud of steam in a 15-foot cone that deals 3d6 fire damage to each creature within the area (DC 18 basic Reflex save).

The scalding mephit can't use Breath Weapon again for 1d4 rounds.

Pathfinder Society Scenario #3-12: Fury's TollOGL