"A mass of ambulatory flame races across the ground, seeming to flick and spark from a central, humanoid-shaped conflagration. Like a living inferno, the fire-creature's burning dance of heat and flames brings it ever closer."
Fire elementals are the denizens of the Elemental Plane of Fire. A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it. They are fierce opponents that attacks their enemies directly and savagely. They take joy in burning the creatures and objects of the Material Plane to ashes.
Traits[]
Fire Elemental[]
- Elemental 4
- Always true neutral
- Abilities: STR 12, DEX 17, CON 14, INT 4, WIS 11, CHA 11
- Hit Points: 26
- Saves: Fortitide 6, Reflex 7, Will -2
- AC: 16
- AB: +6
- Damage: 1d6+1 bludgeoning, critical 20/x2, + 1d6 fire (slam)
- Skills ranks: Listen 3, Spot 4
- Feats: Weapon Proficiency (creature), Dodge, Improved Initiative, Mobility, Weapon Finesse, Darkvision
- Immunity to knockdown, fire, disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack.
- Vulnerability to cold (50%)
- CR 3
Huge Fire Elemental[]
- Elemental 16
- Always true neutral
- Abilities: STR 18, DEX 25, CON 18, INT 6, WIS 11, CHA 11
- Hit Points: 136
- Saves: Fortitide 14, Reflex 17, Will 2
- AC: 20
- AB: +18/+13/+8
- Damage:
- 2d8+4 bludgeoning, critical 20/x2, + 1d8 fire (slam)
- 2d8+4 bludgeoning, critical 20/x2, + 1d8 fire (slam)
- Skills ranks: Listen 9, Spot 10
- Feats: Weapon Proficiency (creature), Alertness, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Iron Will, Darkvision
- Immunity to knockdown, fire, disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack.
- Vulnerability to cold (50%)
- Damage reduction 5/-, 10/+2
- CR 7
Notes[]
- Can be summoned by Summon Creature VII or Greater Planar Binding.
- It's bonus fire damage was intended to be 2d8 (and indeed uses has this numbers in P&P) but is actually 1d8 applied twice; such properties not stacking leads to the attack only dealing 1d8 fire damage. This bug is shared by greater and elder fire elementals as well.
Greater Fire Elemental[]
- Elemental 20
- Always true neutral
- Abilities: STR 20, DEX 27, CON 18, INT 6, WIS 11, CHA 11
- Hit Points: 178
- Saves: Fortitide 17, Reflex 20, Will 3
- AC: 25
- AB: +22/+17/+12
- Damage:
- 2d8+5 bludgeoning, critical 20/x2, + 1d8 fire (fire slam)
- 2d8+5 bludgeoning, critical 20/x2, + 1d8 fire (fire slam)
- Skills ranks: Listen 12, Spot 12
- Feats: Weapon Proficiency (creature), Alertness, Blind-Fight, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Darkvision, Weapon Focus (creature)
- Immunity to knockdown, fire, disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack.
- Vulnerability to cold (50%)
- Damage reduction 10/-, 10/+2
- CR 9
Notes[]
- Can be summoned by Summon Creature VIII or Elemental Swarm.
- Bugged Weapon Focus (Creature) does nothing, lowering elemental's AB from intended +23/+18/+12.
Elder Fire Elemental[]
- Elemental 20
- Always true neutral
- Abilities: STR 22, DEX 29, CON 18, INT 6, WIS 11, CHA 11
- Hit Points: 204
- Saves: Fortitide 20, Reflex 23, Will 4
- AC: 26
- AB: +23/+18/+13
- Damage:
- 2d8+6 bludgeoning, critical 20/x2, + 1d8 fire (fire slam)
- 2d8+6 bludgeoning, critical 20/x2, + 1d8 fire (fire slam)
- Skills ranks: Listen 26, Spot 27
- Feats: Weapon Proficiency (creature), Alertness, Blind-Fight, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Iron Will, Weapon Focus (creature)
- Immunity to knockdown, fire, disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack.
- Vulnerability to cold (50%)
- Damage reduction 10/-, 15/+3
- CR 11
Notes[]
- Can be summoned by Summon Creature IX.
- Shares Weapon Focus (Creature) problem with greater version (should have AB +14/+19/+14) and additionally misses Darkvision.