Steam Elemental Large elemental, unaligned Armor Class 13 Hit Points 102 (12d10 + 36) Speed 0 ft., fly 60 ft. Str 14 Dex 14 Con 16 Int 6 Wis 10 Cha 7 Damage Immunities fire, poison Damage Resistances acid, bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft. passive Perception 10 Languages Aquan, Ignan Challenge 5 (1800 XP) Steam Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) 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 creatures takes 5 (1d10) fire damage. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. Steam Bath (Recharge 5-6). Each creature in the elemental’s space must make a DC 14 Constitution saving throw. On a failure, the target takes 16 (3d8+3) fire damage and is blinded until the end of its next turn. If the saving throw is successful, the target takes half the fire damage and isn’t blinded.
Another difficult to summon elemental, steam requires a strong enough mixture of both water and fire to mix the elemental spirits into a cohesive whole, rather than simply summoning a boiling water elemental. Steam elementals are incredibly dangerous, swirling around and burning creatures within their body.
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