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Fiendish, Huge, Fire Elemental

fire, conflagration, destruction

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.

[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 huge fire elemental is 32 feet long and weighs 8 pounds

Huge Fire Elemental ( Fiendish ) CR 8
XP 4800

N Huge outsider (elemental, extraplanar, fire)

Init +11; Senses Darkvision 60 ft.; Perception +13
AC 21, touch 16, flat-footed 13 (+7 Dexterity, +1 Dodge, +5 natural, -2 size)

hp 85 (10d10+30)

Fort +10, Ref +14, Will +5;

DR 5/-,; 5/good; Immune elemental traits, fire; Resist cold 10, fire 10; SR 13;

Weaknesses vulnerability to cold
Speed 60 ft.

Melee 2 slams +15 (2d6+4 plus burn)

Space 15 ft.Reach 15 ft.

Special Attacks burn (2d6, DC 18); Smite Good 1/day (swift action, +Charisma bonus to attack, +HD bonus to damage; persists until target dead or creature rests).
Strength 18, Dexterity 25, Constitution 16, Intelligence 6, Wisdom 11, Charisma 11;

Base Atk 10; CMB 16; CMD 34

Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB

Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13

Languages Ignan
Environment any (Plane of Fire)

Organization solitary, pair, or gang (3-8)

Treasure none


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.


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.182d6

Source: PFRPG Bestiary

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