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Fiendish, Greater, Fire Elemental

Fiendish, Greater, Fire Elemental
Apocalypse par le Feu N°10 d’une série de 15 grandes toiles (0.90m x 1.30m) acrylique par Jules Henri Lengrand entre 1987 et 1991. Ces tableaux représentent l’histoire de la Genèse. Date 1987-1991Author Jules Henri Lengrand

Fiendish, Greater, Fire Elemental are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Created using Pathfinder SRD Monster Builder

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 greater fire elemental is 36 feet long and weighs 10 pounds

Greater Fire Elemental ( Fiendish ) CR 10
XP 9600

NE Huge outsider (elemental, extraplanar, fire)

Init +12; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 23, touch 17, flat-footed 14 (+8 Dexterity, +1 Dodge, +6 natural, -2 size)

hp 123 (13d10+52)

Fort +12, Ref +16, Will +6;

DR 10/-,; 10/good; Immune elemental traits, fire; Resist cold 15, fire 15; SR 15;

Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft.

Melee 2 slams +19 (2d8+7 plus burn)

Space 15 ft.Reach 15 ft.

Special Attacks burn (2d8, DC 20); Smite Good 1/day (swift action, +Charisma bonus to attack, +HD bonus to damage; persists until target dead or creature
rests).
STATISTICS
Strength 24, Dexterity 27, Constitution 18, Intelligence 8, Wisdom 11, Charisma 11;

Base Atk 13; CMB 22; CMD 41

Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Wind Stance

Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16

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 CategoryHeightWeightBurn DCBurn Damage
Huge32 ft.8 lbs.202d8

Source: PFRPG Bestiary

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