OGC:Steam Elemental (5e Creature)
Steam Elemental
Huge elemental, neutral Armor Class 16
Saving Throws Dex +10, Wis + 4 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. ACTIONSMultiattack. 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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