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Fire Elemental: A Living Inferno

Fire Elemental: A Living Inferno
Create

A Fire Elemental manifests as a towering, ever-shifting form of living flame, its body flickering with intense reds, oranges, and yellows, sometimes tinged with blue at its core. Its “head” is often featureless, though some depictions suggest glowing embers for eyes or a flickering, fiery mouth. The edges of its form waver like the tongues of a fire, casting chaotic shadows and filling the air with shimmering heat distortions. It radiates blistering heat, with smoke and ash swirling around its presence, while the ground beneath it scorches and cracks.

Behavior

Fire Elementals are volatile and untamed, embodying the primal nature of fire itself. They are driven by their passions—whether that be destruction, freedom, or curiosity—and rarely remain in one place for long. When unleashed, they are unpredictable, capable of both wild, chaotic destruction and calculated, controlled burns depending on their summoner’s intent or their own objectives. They are fiercely independent but will heed the commands of those with the knowledge and power to summon or bind them. However, such control is tenuous, as Fire Elementals can easily turn on their handlers if provoked.

Habitat

Fire Elementals hail from the Elemental Plane of Fire, a realm of endless heat, molten rivers, volcanic peaks, and burning skies. In the material world, they are most commonly found near places of intense heat and activity, such as active volcanoes, raging forest fires, or deep within the heart of forges blessed by magic. They are inherently drawn to environments rich in fuel, which they consume to sustain their fiery existence.

Modus Operandi

A Fire Elemental’s approach is as direct as it is devastating. It moves with a flickering, erratic gait, leaving scorched trails and smoldering remnants in its wake. It uses its fiery touch to ignite enemies and the environment, often overwhelming opponents with sheer heat. In combat, it seeks to spread chaos, igniting anything combustible to trap or panic its foes. Fire Elementals are relentless, feeding on the destruction they create to grow stronger. However, they are cunning and will retreat from battles they cannot win, biding their time to strike when conditions favor them.

Motivation

Fire Elementals are embodiments of the will of fire, driven by the instinct to burn, consume, and expand. This primal urge can manifest as simple destruction, the pursuit of freedom from control, or even a strange form of “communication” by reshaping their environment through fire. Summoned Fire Elementals often act according to the desires of their summoner, though their true motivation is always to feed the flames and propagate their fiery essence. In rare cases, intelligent Fire Elementals may develop personal goals, such as dominance over other elementals or a desire to escape their native plane to explore new realms.

These beings are both feared and revered, as their presence symbolizes the raw, untamed power of fire—life-giving in small doses, but utterly catastrophic when left unchecked.


  • Fire Elemental (Large) 5e
  • Fire Elemental (Huge) 5e
  • Fire Elemental 3.5
Fire Elemental
Create

Large Elemental, Chaotic Neutral


Armor Class: 17 (Natural Armor)

Hit Points: 102 (12d10 + 36)

Speed: 50 ft.


STRDEXCONINTWISCHA
20 (+5)16 (+3)16 (+3)6 (-2)10 (+0)7 (-2)

Saving Throws: DEX +6, CON +6

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan

Challenge: 5 (1,800 XP)


Traits

Fire Form

  • The Fire Elemental can move through a space as narrow as 1 inch wide without squeezing.
  • A creature that touches the Fire Elemental or hits it with a melee attack takes 2d10 fire damage.
  • The Fire Elemental can’t be grappled or restrained.

Illumination

  • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Heated Body

  • A creature that starts its turn within 5 feet of the Fire Elemental takes 5 (1d10) fire damage.

Water Susceptibility

  • For every 5 feet of water the Fire Elemental is in, it takes 5 cold damage at the start of its turn. This includes heavy rain, splashes, or immersion in water.

Actions

Multiattack
The Fire Elemental makes two Fire Slam attacks.

Fire Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 21 (3d8 + 5) fire damage. The target must succeed on a DC 15 Dexterity saving throw or catch fire. A burning target takes 5 (1d10) fire damage at the start of each of its turns. The fire can be extinguished by a DC 10 Strength (Athletics) check or by being doused with water.

Flame Wave (Recharge 5-6)
The Fire Elemental unleashes a wave of searing flames in a 30-foot cone.
Each creature in that area must make a DC 15 Dexterity saving throw, taking 30 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects that aren’t being worn or carried.

Inferno Burst (Recharge 6)
The Fire Elemental explodes in a burst of flame.
Each creature within 10 feet of the Fire Elemental must make a DC 15 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much on a successful one. The Fire Elemental dies after using this action.


Legendary Actions

The Fire Elemental can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Fire Elemental regains spent legendary actions at the start of its turn.

Fire Strike
The Fire Elemental makes a Fire Slam attack.

Fiery Movement
The Fire Elemental moves up to its speed without provoking opportunity attacks. During this movement, it ignites any creature it touches, dealing 5 (1d10) fire damage.

Flame Orb (Costs 2 Actions)
The Fire Elemental creates a small orb of flame and hurls it up to 30 feet. The target must make a DC 15 Dexterity saving throw or take 10 (3d6) fire damage, half on a successful save.


Tactics

  • Engagement Strategy: The Fire Elemental prefers to close the distance quickly, using its Fire Slam to deal heavy damage and ignite opponents. If surrounded, it will use Flame Wave to catch multiple enemies in a large radius, prioritizing groups of weaker enemies or those at the edges of its reach.
  • Mobility: The Fire Elemental often moves through difficult terrain and ignores obstacles with ease, allowing it to stay in close combat with enemies while avoiding traps or being blocked by physical barriers. This is especially useful in more dynamic or complicated environments.
  • Explosive Escape: If overwhelmed or outnumbered, the Fire Elemental may use Inferno Burst as a last-ditch escape, dealing heavy damage to nearby foes before dying in a blaze of glory. It will wait until its enemies are close and distracted before detonating.
  • Combat Focus: When focusing on a single target, the Fire Elemental might set that enemy alight and push them into a dangerous location to add further threats to the situation. It uses its Fiery Movement and Fire Slam to keep the pressure on vulnerable or isolated enemies.
  • Environment Interaction: The Fire Elemental thrives in environments that contain plenty of flammable material, such as forests, dry plains, or volcanic regions. If in a more controlled environment (like an underground cavern), it will attempt to direct battles toward areas where there’s combustible material (such as oil barrels or wooden structures). It also uses Illumination to create visibility in dark areas, giving it an advantage in low-light conditions.

Legendary Resistance (1/Day)

If the Fire Elemental fails a saving throw, it can choose to succeed instead.


Description

The Fire Elemental is a being born of flame and chaos, a primal force that embodies the furious, consuming nature of fire itself. It is not bound by flesh or bone, but instead made up entirely of searing heat and flame. When summoned into the material plane, it is a destructive and uncontrollable force of nature, spreading fire and devastation wherever it moves. However, despite its untamed nature, the Fire Elemental operates with a cunning awareness, preferring to destroy its foes with calculated bursts of fire rather than engaging in reckless brawls.

Elemental, Fire
The Fire, Oil on Wood, 66,5 x 50,8 cm, Vienna, Kunsthistorisches Museum, Gemäldegalerie, Inv.Nr. 1585 Date 1566 Giuseppe Arcimboldo (1527-1593)

This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

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).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental’s body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.

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.

Fire elementals speak though they rarely choose to do so.


Fire Elemental
 Fire Elemental, SmallFire Elemental, MediumFire Elemental, Large
 Small Elemental (Fire, Extraplanar)Medium Elemental (Fire, Extraplanar)Large Elemental (Fire, Extraplanar)
Hit Dice2d8 (9 hp)4d8+8 (26 hp)8d8+24 (60 hp)
Initiative+5+7+9
Speed50 ft. (10 squares)50 ft. (10 squares)50 ft. (10 squares)
Armor Class15 (+1 size, +1 Dexterity, +3 natural), touch 12, flat-footed 1416 (+3 Dexterity, +3 natural), touch 13, flat-footed 1318 (-1 size, +5 Dexterity, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple+1/-3+3/+4+6/+12
AttackSlam +3 melee (1d4 plus 1d4 fire)Slam +6 melee (1d6+1 plus 1d6 fire)Slam +10 melee (2d6+2 plus 2d6 fire)
Full AttackSlam +3 melee (1d4 plus 1d4 fire)Slam +6 melee (1d6+1 plus 1d6 fire)2 slams +10 melee (2d6+2 plus 2d6 fire)
Space/Reach5 ft./5 ft.5 ft./5 ft.10 ft./10 ft.
Special AttacksBurnBurnBurn
Special QualitiesDarkvision 60 ft., elemental traits, immunity to fire, vulnerability to coldDarkvision 60 ft., elemental traits, immunity to fire, vulnerability to coldDamage reduction 5/-, Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
SavesFort +0, Ref +4, Will +0Fort +3, Ref +7, Will +1Fort +5, Ref +11, Will +2
AbilitiesStrength 10, Dexterity 13, Constitution 10, Intelligence 4, Wisdom 11, Charisma 11Strength 12, Dexterity 17, Constitution 14, Intelligence 4, Wisdom 11, Charisma 11Strength 14, Dexterity 21, Constitution 16, Intelligence 6, Wisdom 11, Charisma 11
SkillsListen +2, Spot+3Listen +3, Spot +4Listen +5, Spot +6
FeatsDodge, Improved Initiative B, Weapon FinesseBDodge, Improved InitiativeB, Mobility, Weapon FinesseBDodge, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
EnvironmentElemental Plane of FireElemental Plane of FireElemental Plane of Fire
OrganizationSolitarySolitarySolitary
Challenge Rating135
TreasureNoneNoneNone
AlignmentUsually neutralUsually neutralUsually neutral
Advancement3 HD (Small)5-7 HD (Medium)9-15 HD (Large)
Level Adjustment
 Fire Elemental, HugeFire Elemental, GreaterFire Elemental, Elder
 Huge Elemental
(Fire, Extraplanar)
Huge Elemental (Fire, Extraplanar)Huge Elemental (Fire, Extraplanar)
Hit Dice16d8+64 (136 hp)21d8+84 (178 hp)24d8+96 (204 hp)
Initiative+11+12+13
Speed60 ft. (12 squares)60 ft. (12 squares)60 ft. (12 squares)
Armor
Class
19 (-2 size, +7 Dexterity, +4 natural), touch 15, flat-footed 1224 (-2 size, +8 Dexterity, +8 natural), touch 16, flat-footed 1625 (-2 size, +9 Dexterity, +8 natural), touch 17, flat-footed 16
Base Attack/Grapple+12/+24+15/+28+18/+32
AttackSlam +17 melee (2d8+4 plus 2d8 fire)Slam +22 melee (2d8+5 plus 2d8 fire)Slam +26 melee (2d8+6 plus 2d8 fire)
Full
Attack
2 slams +17 melee (2d8+4 plus 2d8 fire)2 slams +22 melee (2d8+5 plus 2d8 fire)2 slams +26 melee (2d8+6 plus 2d8 fire)
Space/Reach15 ft./15 ft.15 ft./15 ft.15 ft./15 ft.
Special AttacksBurnBurnBurn
Special QualitiesDamage reduction 5/-, Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to coldDamage reduction 10/-, Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to coldDamage reduction 10/-, Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
SavesFort +9, Ref +17, Will +7Fort +11, Ref +20, Will +9Fort +14, Ref +23, Will +10
AbilitiesStrength 18, Dexterity 25, Constitution 18, Intelligence 6, Wisdom 11, Charisma 11Strength 20, Dexterity 27, Constitution 18, Intelligence 6, Wisdom 11, Charisma 11Strength 22, Dexterity 29, Constitution 18, Intelligence 6, Wisdom 11, Charisma 11
SkillsListen +11, Spot +12Listen +14, Spot +14Listen +28, Spot +29
FeatsAlertness, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon Finesse BAlertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron
Will
, Mobility, Spring Attack, Weapon Finesse B, Weapon Focus (slam)
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon
Finesse
B, Weapon Focus (slam)
EnvironmentElemental Plane of FireElemental Plane of FireElemental Plane of Fire
OrganizationSolitarySolitarySolitary
Challenge Rating7911
TreasureNoneNoneNone
AlignmentUsually neutralUsually neutralUsually neutral
Advancement17-20 HD (Huge)22-23 HD (Huge)25-48 HD (Huge)
Level Adjustment

Combat

A. Picchi Incendiodinotte 1
Anchise Picchi (1911-2007) Title: “Fire on the hill”

A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution– based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes
ElementalHeightWeightBurn Save DC
Small4 ft.1 lb.11
Medium8 ft.2 lb.14
Large16 ft.4 lb.17
Huge32 ft.8 lb.22
Greater36 ft.10 lb.24
Elder40 ft.12 lb.26
Fire Elemental
Create

Huge Elemental, Chaotic Neutral


Armor Class: 17 (Natural Armor)

Hit Points: 178 (17d12 + 68)

Speed: 50 ft.


STRDEXCONINTWISCHA
22 (+6)16 (+3)18 (+4)8 (-1)12 (+1)10 (+0)

Saving Throws: STR +9, DEX +6, CON +8

Skills: Perception +5, Intimidation +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire, Poison

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained

Senses: Darkvision 120 ft., Passive Perception 15

Languages: Ignan, Primordial

Challenge: 11 (7,200 XP)


Traits

Fire Form

  • The Infernal Fire Elemental can move through spaces as narrow as 1 inch wide without squeezing.
  • Creatures within 10 feet of the elemental at the start of their turn take 7 (2d6) fire damage.

Infernal Glow

  • The Infernal Fire Elemental sheds bright light in a 40-foot radius and dim light for an additional 40 feet. Creatures in the bright light have disadvantage on Stealth checks.

Molten Core

  • Any creature that starts its turn grappled by or inside the elemental’s space takes 14 (4d6) fire damage.

Unquenchable Flame

  • If reduced to 0 hit points, the elemental explodes in a fiery detonation (see Infernal Explosion).

Water Vulnerability

  • The Infernal Fire Elemental takes 10 cold damage for every 5 feet it moves through water, or at the start of its turn if submerged.

Actions

Multiattack
The Infernal Fire Elemental makes two Flaming Slam attacks and one Fire Lash attack.

Flaming Slam
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 21 (3d8 + 6) fire damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

Fire Lash
Melee Weapon Attack: +9 to hit, reach 20 ft., one target.
Hit: 18 (2d10 + 6) fire damage, and the target is pulled 10 feet closer to the elemental if it is Large or smaller.

Pyroclastic Wave (Recharge 5-6)
The elemental unleashes a wave of searing fire in a 40-foot cone.
Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area ignite.

Infernal Explosion (1/Day)
When the Infernal Fire Elemental is reduced to 0 hit points, it explodes in a 40-foot radius sphere.
Each creature in the area must make a DC 16 Dexterity saving throw, taking 45 (10d10) fire damage on a failed save, or half as much on a successful one. The explosion ignites all flammable objects and leaves the area as difficult terrain covered in smoldering magma for 1 minute.


Legendary Actions

The Infernal Fire Elemental can take 2 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. It regains spent legendary actions at the start of its turn.

Fiery Step
The elemental moves up to 30 feet without provoking opportunity attacks. Any creature within 5 feet of the elemental after this movement must make a DC 16 Dexterity saving throw or take 7 (2d6) fire damage.

Flame Strike (Costs 2 Actions)
The elemental makes one Flaming Slam attack.


Tactics

Combat Style

  • The Infernal Fire Elemental thrives on overwhelming groups with its area-of-effect attacks like Pyroclastic Wave, while using its Fire Lash to pull priority targets into range.

Mobility

  • It leverages its Fiery Step to close gaps, retreat strategically, or move into advantageous positions while dealing additional fire damage.

Explosion Synergy

  • The elemental positions itself near as many enemies as possible when it’s near death, ensuring its Infernal Explosion wreaks maximum havoc.

Environmental Advantage

  • It thrives in areas with flammable terrain, using its abilities to ignite surroundings and create hazards that disrupt enemy movement.

Target Focus

  • It prioritizes enemies vulnerable to fire or those attempting to disrupt its destructive rampage, targeting clusters of foes to maximize damage.

Description

The Infernal Fire Elemental is a towering entity of flame and fury, standing over 20 feet tall with limbs of blazing fire and molten rock. Its presence is oppressive, the air warping from intense heat, and the ground beneath it glowing red-hot. It embodies the raw, destructive force of elemental fire, consuming everything in its path with a relentless hunger. A foe of epic proportions, it challenges even the bravest adventurers to face its fiery wrath.

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