OGC:Steam Elemental (5e Creature)

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Steam Elemental

Huge elemental, neutral


Armor Class 16
Hit Points 184 (16d12 + 80)
Speed 40 ft., fly 90 ft. (hover), swim 90 ft.


STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 6 (-2) 10 (+0) 8 (-1)

Saving Throws Dex +10, Wis + 4
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses , darkvision 60 ft.,passive Perception 10
Languages Aquan, Ignan
Challenge 11 (7,200 XP)


Steam Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage. Any creature which ends its turn in the same space as the elemental takes 11 (2d10) fire damage at the end of its turn. In areas obscured by smoke, mist, or steam the elemental is invisible.

ACTIONS

Multiattack. The elemental makes two slam attacks or one slam attack and can use Steam Jet.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and 5 (1d10) fire damage.

Ferocious Boil. Each creature in the elemental’s space must make a DC 17 Constitution saving throw. On a failure a creature takes 22 (5d8) fire damage and gains a level of exhaustion. On a success a creature takes half damage and doesn’t gain a level of exhaustion.

Steam Jet. The elemental shoots a 60-foot line of water 5 feet wide. Creatures in the line must make a DC 17 Dexterity saving throw. On a failure, a target takes 22 (5d8) fire damage and if it is Large or smaller it is pushed up to 20 feet away from the elemental and knocked prone. On a success, the target takes half damage and is not pushed or knocked prone.


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Combined elementals are often the result of a summoning gone awry. When conjure elemental or a similar spell is cast incorrectly, the magic calls forth two life forces from separate elemental planes. These forces combine into a single, enormous form with power beyond that of a typical elemental, which makes them nearly impossible to control. Only the most powerful spellcasters can keep these beings from committing a hate-fueled destructive rampage.
Fire and water create steam elementals. Their bodies contract and expand with the ambient temperature, and their rage ebbs and flows as the temperature changes.




Back to Open Game ContentCreaturesCR 11Elemental Type


Back to Main PagePublication ListPublishersEN WorldEN Publishing

Section 15: Copyright Notice (Padlock.pngplace problems on the discussion page).
Stop hand.png Steam Elemental from EN Publishing, © 2016, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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