Large Elemental, Neutral
Armor Class 15 natural armor
Hit Points 102 (12d10 + 24)
Speed 0 ft., fly 30 ft. (hover)
STR
16 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan, Ignan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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 4 (1d8) 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 4 (1d8) fire damage. A creature that ends its turn inside the elemental's space also takes 4 (1d8) fire damage.

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

Dual Nature. The elemental counts as an elemental of both the fire and water sub-types.

Actions

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) fire damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the elemental.

Pressurize (Recharge 4–6). The elemental releases a blast of steam in a line 30 feet long and 5 feet wide emanating from it. Each creature in the elemental's space or in the area of the line must make a DC 14 Constitution saving throw. On a failure, a target takes 9 (2d8) fire damage plus 13 (2d8 + 4) bludgeoning damage and it is knocked prone and pushed 20 feet away in the direction of the line. On a success, a target takes half damage and nothing else.

Description

A steam elemental is constantly billowing and curling. It is formed out of scalding hot steam just between the gas and liquid states, always boiling but never dispersing. It can fly through the air and often seeks out hot springs and geysers nestled among elevated mountains.

When in combat, a steam elemental rolls across the battlefield, scalding all it touches. It is capable of sudden bursts of incredible pressure that can blast an ogre far across a battlefield or off of a cliff.

Steam elementals are composed of fire and water. As they are formed from opposed elements, they have no native elemental plane, but are sometimes born within the churning of the Elemental Chaos.

Hybrid Elementals

The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.

Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.

Monster Tags: Elemental

Habitat: MountainUnderdarkUnderwaterUrban

BenevolentEvil

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