steam quasi-elemental

Devon

First Post
Hi, folks,

Here's another quasi-elemental: the steam elemental.

I got lazy and used the base stats (abilities, feats, etc.) for the Water elemental. Anyone think I should use the Air or Fire elemental instead?

Shoud this thing be hot to the touch (like the Burn ability of the Fire Elemental)? Any other ideas for powers? Drench makes sense for a creature of water--even steam--but I imagine there are other powers that would also be in keeping with the steam special effect.

I'm also worried that it may be too powerful, allowing it to use its steam cloud ability while in gaseous form (although it definitely seems in line with steam's nature).

- Devon

Steam Elemental

Steam Elemental, Small
Small Elemental (Water)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft., fly 30 ft. (average)
AC: 17 (+1 size, +0 Dex, +6 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Steam cloud, scalding touch
Special Qualities: Elemental
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Weapon finesse (slam)

Steam Elemental, Medium
Medium-Size Elemental (Water)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 30 ft. (average)
AC: 19 (+1 Dex, +8 natural)
Attacks: Slam +5 melee
Damage: Slam 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Steam cloud, scalding touch
Special Qualities: Elemental
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 14, Dex 15, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Weapon finesse (slam)

Steam Elemental, Large
Large Elemental (Water)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 30 ft. (average)
AC: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Slam +9/+4 melee
Damage: Slam 2d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Steam cloud, scalding touch
Special Qualities: Elemental, damage reduction 10/+1
Saves: Fort +5, Ref +9, Will +2
Abilities: Str 18, Dex 17, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Dodge, Weapon finesse (slam)


Steam Elemental, Huge
Huge Elemental (Water)
Hit Dice: 16d8+80 (152 hp)
Initiative: +4 (Dex)
Speed: 30 ft., fly 30 ft. (average)
AC: 21 (-2 size, +4 Dex, +9 natural)
Attacks: Slam +17/+12/+7 melee
Damage: Slam 2d10+6
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Steam cloud, scalding touch
Special Qualities: Elemental, damage reduction 10/+2, fire immunity
Saves: Fort +9, Ref +15, Will +5
Abilities: Str 22, Dex 21, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Dodge, Flyby Attack, Weapon finesse (slam), Mobility

Steam Elemental, Greater
Huge Elemental (Water)
Hit Dice: 21d8+105 (199 hp)
Initiative: +5 (Dex)
Speed: 30 ft., fly 30 ft. (average)
AC: 22 (-2 size, +5 Dex, +9 natural)
Attacks: Slam +21/+16/+11 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Steam cloud, scalding touch
Special Qualities: Elemental, damage reduction 10/+2, fire immunity
Saves: Fort +11, Ref +18, Will +7
Abilities: Str 24, Dex 23, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Dodge, Flyby Attack, Whirlwind Attack, Weapon finesse (slam), Mobility

Steam Elemental, Elder
Huge Elemental (Water)
Hit Dice: 24d8+120 (228 hp)
Initiative: +6 (Dex)
Speed: 30 ft., fly 30 ft. (average)
AC: 23 (-2 size, +6 Dex, +9 natural)
Attacks: Slam +25/+20/+15/+10 melee
Damage: Slam 2d10+8
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Steam cloud, scalding touch
Special Qualities: Elemental, damage reduction 15/+3, fire immunity
Saves: Fort +12, Ref +21, Will +8
Abilities: Str 26, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Dodge, Flyby Attack, Whirlwind Attack, Weapon finesse (slam), Mobility

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating:
Small 1; Medium 3; Large 5; Huge 7; Greater 9; Elder 11
Treasure: None
Alignment: Usually neutral
Advancement:
Small 3 HD (Small); Medium 5-7 HD (Medium- size); Large 9-15 HD (Large); Huge 17-20 HD (Huge); Greater 22-23 HD (Huge); Elder 25+ HD (Huge)

Steam elementals come from the quasi-elemental plane of Steam, the border between the planes of Water and Positive Energy. Steam elementals are blustery and hot-tempered, but generally good-natured. They appear to be slow-moving air elementals made of mist.

Steam elementals speak Aquan.
Combat:
Steam elementals attack by buffeting opponents with blasts of superheated mist

Scalding touch (Ex): The elemental’s touch deals additional steam damage; anyone struck by its slam attack must make a Fortitude save (see below for DC) or take the damage listed below.

As with the water elemental's drench ability, a steam elemental's touch also puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental’s HD total.

Steam cloud (Ex): Three times a day, as a standard action, a steam elemental can surround itself with an obscuring mist, as the spell cast by a sorceror of its HD. Creatures in the area of effect must make a Fortitude save each round they remain on the cloud or take the damage listed below, as well as suffer a -1 morale penalty to attack rolls, damage rolls, and all skill checks, as they endure the extreme humidity.

Steam Elemental Sizes
Elemental Weight Steam damage Save DC
Small 1 lb. 1d4 12
Medium 2 lb. 1d6 15
Large 4 lb. 1d8 18
Huge 8 lb. 2d6 23
Greater 10 lb. 2d8 25
Elder 12 lb. 2d8 27

edited - changed attributes and advancement to more accurately reflect blend between fire and air; retooled its abilities.
 
Last edited:

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You should use the average between Water and Fire elementals for the Ability scores. Also they should definetly have a scalding touch ability (deals fire damage but doesn't ignite flamables.) just a thought, very 'hot' critters though... :D
 

I can splice together a Scalding Touch with its Drench ability.

So, the gaseous form/steamcloud combo isn't too overpowering?

- Devon
 


Thanks for your input, Krishnath.

I removed gaseous form, gave it a scalding touch/drench ability, and made its abilities, feats, and attribute advancement more in line with its fire and air elemental inspirations.

Anything jump out as being broken, or shall I move on to the Mineral quasielemental?

- Devon
 


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