Lava SpitterCreature 4
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Perception +11 (darkvision, smoke vision)
Languages Pyric
Skills Acrobatics +12, Stealth +10
Str +3, Dex +5, Con +3, Int -5, Wis +2, Cha +4
AC 20; Fort +11; Reflex +14; Will +8;
HP 60 (fiery healing)
Speed 25 feet
Immunities fire, mental
Weaknesses Cold 5, Water 5
Fangs
+13 (+9, +5) to hit (agile, finesse, unarmed) 2d6+3 Piercing + 2 FireLava Spit
+13 (+8, +3) to hit 2d8+1 Fire + 2 FireSmoke Vision
The lava spitter ignores the Concealed condition from smoke.
Fiery HealingIf a lava spitter is in contact with lava or an area of equivalent heat, it gains fast healing 5.
Too Hot to HandleA creature that successfully grapples or hits a lava spitter with an unarmed attack takes 3d6 fire damage (DC 20 reflex save).
Spew Lava
(fire, primal)The lava spitter expels a 15-foot cone of lava, dealing 5d6 fire damage to every creature within the cone (DC 20 reflex save). This area becomes hazardous terrain for 1 minute. A creature takes 2 fire damage each time it moves into one of these squares. The lava spitter then can't Spew Lava for 1d4 rounds.
The archipelago of Iblydos is quite geologically active, with sinkholes, volcanoes, and lava fissures pockmarking many of the islands. The island's more industrious inhabitants have created methods to tap into this power to heat their cities and water supply. Unfortunately, these public works require a level of maintenance not every city-state can afford or has the engineering acumen to perform successfully. In addition, several ancient city-state governments that employed such technology failed long ago, leaving behind sprawling networks of pipes and tunnels that either no longer function or are on the precipice of failure. When these systems fail, the result is often catastrophic to any living creatures in the area, not to mention to the overall infrastructure and civic property.
To combat this, a group of engineer-minded hero-gods tried to develop mechanical creatures that could not only survive the tremendous heat in these networks but feed on it. They imagined deploying these constructs into damaged geothermal systems where they could repair the structures and be used again. They designed the constructs with serpentine bodies to easily move about the narrow pipes and tunnels. That the constructs could consume and be fueled by the dangerous debris they cleared was a bonus intended to maintain the network of tunnels so they didn't fall into disrepair.
A few of these constructs operate as intended, but many rebelled against their creators, causing massive damage to any place where they were deployed. Dubbed lava spitters, these constructs now roam the pipes and tunnels beneath cities, their red-hot bellies scorching the ground wherever they crawl.
Fire Giant Friends
With their ability to crawl through small areas and an understanding of how to clean out blockages and slag, lava spitters have developed a symbiotic relationship with fire giants in their settlements. The giants appreciate the work the creatures do and have little fear of being harmed by them, while the lava spitters are happy to frolic in the giants' forges. Some fire giants even keep the little creatures as pets. It has become the height of fashion among fire giant royalty to have lava spitters curl around their fingers like rings.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
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 connection to magical fire.