Elemental, Steam (Third-Party)

Source: EN World EN5IDER, “Epic Threats: Elementals”
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Elemental, Steam

Huge elemental, neutral

Armor Class 16

Hit Points 184 (16d12+80)

Speed 40 ft., fly (hover) 90 ft., swim 90 ft.

14 (+2) 22 (+6) 20 (+5) 6 (-2) 10 (+0) 8 (-1)

Saving Throws Dexterity +10, Wisdom +4

Damage Resistances acid and bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities fire and poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Aquan and Ignan

Challenge 11 (7200 XP)

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 feet until the end of its next turn.

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.


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.

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.