Fire Vampire, Servants of Living Flame, Eaters of Vital Essence
Fire Vampire Unleashes Living Flame to Devour Souls and Burn Reality from the Inside Out!
The Fire Vampire appears as a writhing mass of living fire, flickering with unnatural precision. Its shape constantly shifts—sometimes suggestive of wings, claws, or screaming faces—yet it never fully solidifies. The flame burns not with natural heat, but with a bluish, otherworldly radiance that seems to cast more shadow than light. At its center, a core of white-hot plasma pulses like a heart, surrounded by tendrils of fire that reach out like feelers in the dark.
Behaviorally, Fire Vampires are predatory and eerily intelligent, though they do not communicate in any mortal tongue. They hunt by seeking out sources of biological heat or soul-energy, gliding silently through air or void alike, phasing through walls, or blinking across short distances in bursts of heat distortion. They favor ambush tactics, hovering unseen in warm areas before lashing out in a flare of soul-searing flame.
They typically inhabit desolate volcanic craters, burning wastelands, or realms beyond mortal understanding, often drawn through summoning rituals or stellar alignments. When not on the Material Plane, they drift through the Elemental Plane of Fire, the Far Realm, or the shifting corona of their progenitor, Cthugha.
Their modus operandi is simple: incinerate and consume. They latch onto living beings, draining vitality and igniting flesh from within. Unlike elemental beings of fire, Fire Vampires are not content to burn—they feed, drawing out the soul’s warmth and leaving behind only desiccated husks and scorched shadows.
Their motivation is twofold: hunger and worship. Some act instinctively, driven by an eternal need to feed on life force. Others operate in service to Cthugha, acting as avatars of its will, spreading flame and madness wherever they drift. Whether summoned or free-roaming, a Fire Vampire brings cosmic fire, alien hunger, and the promise of annihilation wrapped in flame.
Fire Vampire 5e
Fire Vampire Herald 5e
Fire Vampire, Pathfinder
Fire Vampire
Medium Aberration (Elemental), Chaotic Evil
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (–2) | 18 (+4) | 16 (+3) | 10 (+0) | 14 (+2) | 16 (+3) |
Saving Throws
Dex +7, Wis +5, Cha +6
Skills
Perception +5, Stealth +7, Arcana +3
Damage Resistances
Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities
Fire, Necrotic, Poison
Condition Immunities
Charmed, Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained
Senses
Darkvision 120 ft., Passive Perception 15
Languages
Telepathy 60 ft. (understood only), Ignan
Traits
Incorporeal Form.
The Fire Vampire can move through creatures and solid objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Living Flame.
A creature that touches the Fire Vampire or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage.
Soul-Furnace.
When the Fire Vampire reduces a creature to 0 hit points, it can absorb the soul. The next time it deals fire damage, it ignores resistance and treats immunity to fire as resistance.
Solar Distortion (Recharge 5–6).
The Fire Vampire glows with stellar intensity. Until the start of its next turn:
- It emits bright light in a 30-foot radius and dim light for an additional 30 feet.
- Creatures in that light have disadvantage on Wisdom (Perception) checks relying on sight.
- Undead and celestials within the area take 5 radiant damage at the start of their turn.
Actions
Flame Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 15 (3d6 + 4) fire damage, and the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn as burning light overwhelms their vision.
Soulfire Pulse (Recharge 5–6).
The Fire Vampire emits a burst of soul-consuming heat. Each creature of its choice within 20 feet must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic and 27 (6d8) fire damage on a failed save, or half as much on a success.
Creatures reduced to 0 hit points are disintegrated into ash, leaving behind only magical items.
Tactics
The Fire Vampire is a hit-and-fade predator that relies on surprise, speed, and searing bursts of energy. It often begins combat invisible or hiding in bright light, unleashing Soulfire Pulse to soften up groups, then blinding survivors with Flame Lash.
- It prioritizes casters and healers to feed on their souls early.
- If reduced to half HP, it triggers Solar Distortion to disorient enemies and flee through walls or ceilings.
- In service to Cthugha, it may arrive as a herald or punishment, summoned by cultists or stellar anomalies.
Fire Vampire
CR 6
XP 2,400
CN Medium outsider (extraplanar, fire)
Init +9; Senses darkvision 60 ft., lifesense 30 ft.; Perception +13
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 76 (8d10+32)
Fort +10, Ref +11, Will +7
Defensive Abilities incorporeal traits; Immune fire, poison;
Resist acid 10, electricity 10
DR 5/magic
SR 17
OFFENSE
Speed fly 60 ft. (perfect)
Melee incorporeal touch +11 (2d6 fire plus soul burn)
Special Attacks soul burn, flare burst (3/day), death flare
Spell-Like Abilities (CL 8th; concentration +11)
- At will—produce flame, flare, detect magic
- 3/day—scorching ray, pyrotechnics (DC 15), blur
- 1/day—fireball (DC 16), deeper darkness
STATISTICS
Str — (incorporeal), Dex 20, Con 18, Int 10, Wis 14, Cha 16
Base Atk +8; CMB +13 (+17 grapple against incorporeal); CMD 28
Feats Improved Initiative, Weapon Finesse, Ability Focus (soul burn), Mobility
Skills Fly +19, Perception +13, Stealth +19, Knowledge (planes) +11
Languages Ignan, telepathy 100 ft.
SPECIAL ABILITIES
Incorporeal Touch (Su)
Deals 2d6 fire damage plus soul burn. As an incorporeal creature, its melee attacks ignore armor and natural armor bonuses unless the target has force effects or is incorporeal themselves.
Soul Burn (Su)
When a Fire Vampire hits with its touch attack, the target must succeed on a DC 17 Fortitude save or take 1d4 Charisma damage as the creature feeds on its soul. If a creature is reduced to 0 Charisma, they die instantly and their soul is consumed (only wish, miracle, or true resurrection can restore them).
This is a death effect. The save DC is Charisma-based and includes the Ability Focus feat.
Flare Burst (Su) — 3/day
As a standard action, the Fire Vampire can emit a blinding burst of stellar flame in a 15-foot radius. Creatures in the area must succeed on a DC 17 Reflex save or take 4d6 fire damage and be blinded for 1 round. On a successful save, creatures take half damage and are dazzled instead.
Death Flare (Su)
When reduced to 0 hp, the Fire Vampire explodes in a 20-foot-radius nova of alien flame. All creatures in the area take 6d6 fire damage and must make a DC 17 Fortitude save or take 1d2 negative levels as the entity releases a psychic shockwave.
Lifesense (Su)
The Fire Vampire automatically detects living creatures within 30 feet, even if they are invisible, ethereal, or behind cover/concealment. This does not provide precise location, but allows pinpointing within 5 feet.
ECOLOGY
Environment: Elemental Plane of Fire, Far Realms, ancient star-corrupted temples
Organization: Solitary, pair, or firestorm (3–5)
Treasure: Standard (often scorched, alien relics)
DESCRIPTION
A Fire Vampire is a flickering, sentient flame—part elemental, part aberration—that feeds on soul-heat rather than mere flesh. It drifts silently, often entering mortal worlds through forgotten rituals, cult summonings, or spontaneous solar anomalies. Unlike mindless fire elementals, it possesses cunning and alien intelligence, observing prey from afar before striking.
When it hunts, it lashes out with flame that burns not only the body, but the essence. Even after it’s defeated, its lingering psychic flare can permanently scar those who survive it.
Fire Vampire Herald
Large Aberration (Elemental), Chaotic Evil
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Armor Class 18 (incorporeal form)
Hit Points 168 (16d10 + 80)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (–2) | 20 (+5) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws
Dex +9, Con +9, Wis +7, Cha +8
Skills
Arcana +5, Perception +7, Stealth +9, Intimidation +8
Damage Resistances
Cold, Force; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities
Fire, Necrotic, Radiant, Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 17
Languages
Telepathy 120 ft., Ignan, Deep Speech
Traits
Incorporeal Radiance.
The Fire Vampire Herald can move through creatures and objects as if they were difficult terrain. It takes 10 (3d6) force damage if it ends its turn inside an object.
Soul Incineration.
When the Herald kills a creature, that soul is vaporized. The creature cannot be resurrected except by a wish spell or true resurrection cast in direct sunlight.
Heat Mirage.
The Herald creates an aura of fluctuating heat and light. Ranged attacks against it are made with disadvantage, and creatures within 10 feet have disadvantage on Wisdom (Perception) checks.
Spellcasting.
The Herald casts spells with Charisma as its spellcasting ability (spell save DC 16, +8 to hit with spell attacks). It requires no components.
At Will:
‣ Fire Bolt, Thaumaturgy, Prestidigitation
3/day each:
‣ Scorching Ray, Wall of Fire, Mirror Image, Dispel Magic
1/day each:
‣ Fire Storm, Dominate Monster (elementals and beasts only), Sunbeam
Actions
Radiant Flame Lash. Melee Spell Attack: +8 to hit, reach 10 ft., one target.
Hit: 21 (4d8 + 3) fire and radiant damage. The target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Soulfire Pulse (Recharge 5–6).
Each creature of the Herald’s choice within 30 feet must make a DC 16 Constitution saving throw, taking 36 (8d8) fire damage and 36 (8d8) necrotic damage on a failed save, or half as much on a success. A creature reduced to 0 hit points by this is reduced to ash.
Legendary Actions
The Fire Vampire Herald can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Herald regains spent legendary actions at the start of its turn.
- Ignite Flesh. One creature the Herald can see within 30 feet must succeed on a DC 16 Dex save or take 14 (4d6) fire damage and catch fire, taking 7 (2d6) fire damage at the start of each of its turns (save ends).
- Blink Through Flame. The Herald teleports up to 40 feet to an unoccupied space it can see, leaving behind a burst of flame. Creatures within 5 feet of its departure space take 7 (2d6) fire damage.
- Solar Glare (Costs 2). The Herald flares with blinding brilliance. All creatures within 20 feet must succeed on a DC 16 Con saving throw or be blinded until the end of their next turn.
Lair Actions
When in a region suffused with stellar flame or in Cthugha’s presence, the Fire Vampire Herald’s lair warps space with heat and madness. On initiative count 20 (losing initiative ties), the Herald can use one of the following effects:
- Lava Veins. The ground glows molten. Until the next round, the ground within 30 feet becomes difficult terrain. Creatures that start their turn on the ground take 9 (2d8) fire damage.
- Eclipse of Thought. A wave of heat scrambles minds. Each creature of the Herald’s choice must succeed on a DC 15 Intelligence saving throw or be confused (as the confusion spell) until the end of their next turn.
- Blazing Rift. A 10-foot-wide crack opens in the ground within 60 feet, spewing fire and smoke. Creatures in a 15-foot cone must make a DC 16 Dex saving throw or take 22 (4d10) fire damage and be pushed 10 feet.
Tactics & Encounter Ideas
- Arrival: Heralds arrive via meteoric impact, cult ritual, or solar convergence.
- Combat Style: They dominate the battlefield with area control, high-speed bursts, and blindness effects. Their incorporeal nature makes them hard to pin down.
- Story Role: Use as a divine punishment, Mythos incursion, or a time-lost engine of extinction.