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Boiling SpringCreature 13


LargeAquaticElementalFireWater
Source Pathfinder Rage of Elements
Perception +23 (darkvision, steam vision)
Languages Thalassic
Skills Athletics +26, Stealth +26
Str +7, Dex +7, Con +7, Int +2, Wis +4, Cha +2

AC 34; Fort +23; Reflex +26; Will +20;
HP 255
Speed 0 feet (fly 30 feet, swim 80 feet)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 15

Blistering Fist One Action +27 (+22, +17) to hit (fire) 3d8+13 Fire
Heat Wave One Action +27 (+22, +17) to hit (fire) 3d12 Fire

Steam Vision

The boiling spring ignores the Concealed condition from mist and steam.

Evaporate Reaction

Trigger An effect would deal fire damage to the boiling spring, even if they would ignore the damage


Effect The boiling spring evaporates into the air. Until the beginning of the boiling spring's next turn, they can't be attacked or targeted. They still occupy their space, and their auras still function as normal.

Sweltering Heat (aura, fire)

25 feet. The boiling spring radiates heat, raising the air temperature around them. A creature that starts its turn in the emanation must succeed at a DC 33 fortitude save or become Fatigued while it remains in the area; creatures immune to environmental heat effects or with any fire resistance are immune.

Freeze and Shatter

If the boiling spring is destroyed with cold damage, their body freezes over and explodes, sending out a wave of frigid air and ice shards that deal 4d6[piercing],4d6 cold4d6 piercing damage plus 4d6 cold damage to creatures in a 20-foot emanation (DC 36 reflex save).

Scalding Breath Two Actions (fire, primal)

The boiling spring breathes out a cloud of steam in a 30-foot cone that deals 14d6 fire damage to each creature in the area (DC 33 reflex save). The boiling spring can't use Scalding Breath again for 1d4 rounds.


Often mistaken for air elementals due to their hazy, almost-imperceptible forms, a boiling spring is a humanoid water elemental made of scalding steam and bubbling water. When summoned to the Universe, a boiling spring raises the ambient temperature around them, making the surrounding climate humid and muggy. They seem to enjoy the discomfort they cause, though some regard it as merely a fun prank while others truly revel in the misery and look for ways to cause more.


Traits

Common

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.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects 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 connection to magical fire.

Water

Effects 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 connection to magical water.