Originally Posted by Fax_Celestis
VT: YOUR NEXT CHALLENGE!
A steam-powered vermin.
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Hit Dice: 2d8+9 (18 hp)
Speed: 10 ft. (2 squares), fly 30 ft. (poor), swim 30 ft.
Armor Class: 16 (+1 dex, +4 natural, +1 size), touch 12, flat-footed 15
Base Attack/Grapple: +1/-6
Attack: Fang +3 melee (1d4-2 plus bellyboil)
Full Attack: Fang +3 melee (1d4-2 plus bellyboil)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bellyboil, streaming steaming, steam cloud
Special Qualities: Blindsight 60 ft., hold breath, scent, vermin traits
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 6, Dex 12, Con 16, Int -, Wis 11, Cha 3
Feats: Weapon Finesse(B)
Environment: Warm swamps and aquatic
Challenge Rating: 3
Alignment: Always neutral
Advancement: 3-5 HD (small)
Level Adjustment: -
A geyserbelly appears alike to a large moth, though instead of thin, papery wings its aerial appendages are thick and made of hundreds of overlapping leathery flaps the color of rotting leaves. Eight long legs hang from below, from which dangle fan-like skin that spreads out to help in its floating and swiming through the fetid waters of the swamps it lives. The head is bulbous and eyeless, with two pairs of flexible antennae like rubbery branches that extend both below and above. Along side its head and partially down its spiraled body are wrinkled sacks that can expand greatly.
Though a scum-grazer, geyserbellies have a single long fang that they can protude from their small mouth. This fang is its sole defense, through which it may suck in great quantites of water to fill its sacks. Within these sacks are two sets of glands that produces an acidic chemical that produces intense heat when exposed to water. When alarmed a geyserbelly fills its sacks and allows them to heat. It may then release the steam through its proboscis to discourage opponents.
During the day gesyerbellies are often in motion, skimming the tops of scummy waters with their mouths fill with stiff bristles, or diving within the waters to scrape against rocks and feed on the decaying plant material. At rest they simply float at ease upon the waters, appearing much as the debris that sustains them. Their prefered meals consist of the heat-loving growths of steaming lakes heated by subteranean vents.
A gesyerbelly weighs some fifteen pounds, though can weigh almost twice that ammount while burdened with water.
A geyserbelly is easily alarmed and if any creature approaches it it lets out a loud hiss of released steam as its glands prepare for a potential fight. If attacked it tries to drive opponents off with squirts of painful steam and deadly jabs of its fang. If overpowered it will then release all its steam at one time to confuse its enemies while it flees.
A geyserbelly can inject special chemicals with its bite that react painfully with the water in its victim's body. Its victim must succeed on a DC 14 Fortitude check or take 1d8 points of fire damage as the fluids of the organs and skin itself begin to boil. On a critical hit the victim must make a second save or die as a vital organ destroys itself. The save DC is Constitution-based.
Hold Breath (Ex):
A geyserbelly can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Streaming Steaming (Ex):
As a standard action a geyserbelly can release a line of superheated steam and water from its fang that deals 1d4 points of fire damage as well as 1d4 points of acid damage from the chemicals used to heat it. A geyserbelly may use this ability a number of times equal to its Constitution modifier + 1 before having to replinish its water sacks. If within reach of a water source it may replinish its sacks as a standard action. It takes two rounds after replinishing to use any of its steaming abilities.
Steam Cloud (Ex):
As a full-round action that provokes an attack of opportunity, a geyserbelly can release all its steam in one go, forming a cloud about itself alike to the Obscuring Mist spell that lasts for one minute.