Fiendish Large Fire Elemental
A Fiendish Large Fire Elemental is a terrifying manifestation of pure elemental fire.
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Standing 16 feet tall and weighing 4 pounds, it coils and undulates with a malevolent grace. Its form is composed of smoke and flame, with areas of darkness where the fire burns hottest, casting shadows across its eerie, demonic visage. With its ability to wreak havoc and destruction wherever it goes, this fiendish fire elemental is a fearsome sight to behold, striking terror into the hearts of all who lay eyes upon it.
Large Fire Elemental ( Fiendish ) CR 6 |
XP 2400 NE Large outsider (elemental, extraplanar, fire) Init +9; Senses Darkvision 60 ft.; Perception +11 |
DEFENSE |
AC 19, touch 15, flat-footed 13 (+5 Dexterity, +1 Dodge, +4 natural, -1 size) hp 60 (8d10+16) Fort +8, Ref +11, Will +4; DR 5/-; 5/good; Immune elemental traits, fire; Resist cold 10, fire 10; SR 11; Weaknesses vulnerability to cold |
OFFENSE |
Speed 50 ft. Melee 2 slams +12 (1d8+2 plus burn) Space 10 ft.Reach 10 ft. Special Attacks burn (1d8, DC 16); Smite Good 1/day (swift action, +Charisma bonus to attack, +HD bonus to damage; persists until target dead or creature rests). |
STATISTICS |
Strength 14, Dexterity 21, Constitution 14, Intelligence 6, Wisdom 11, Charisma 11; Base Atk 8; CMB 11; CMD 27 Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11 Languages Ignan |
ECOLOGY |
Environment any (Plane of Fire) Organization solitary, pair, or gang (3-8) Treasure none |
COMBAT
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire (see Burn universal monster ability for complete details.)
Elemental | Size Category | Height | Weight | Burn DC | Burn Damage |
---|---|---|---|---|---|
Large | Large | 16 ft. | 4 lbs. | 16 | 1d8 |
Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on 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 or the water is covered with a flammable material (such as a layer of oil).
Source: PFRPG Bestiary