Large Fire Elemental
Large Fire Elemental (Killer; CR 11)
Neutral - Large - Outsider (Elemental) |
---|
Lore: | Know (Planes) | ||
22 | 36 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 80 ft.
Defense
AC |
Man Def |
Monster Health | ||
476 | 238 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +9 |
Refl: | +13 |
Will: | +6 |
Strong Against:
- (Elemental 1) Hardened (½ damage): precision damage, critical hits
- (Elemental 2) Immune (no effect): bleeds (bruised, bleed, ruptured), poisons (tainted, poisoned, blighted).
- (Elemental 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- Immune (no effect): Fire (energy, common) damage
Weak Against:
- Takes 1 hp of cold (energy, common) damage per gallon of water it touches.
Offense
- Maneuver Offense Notes: +2 on Cleaves
Standard Attack (Melee):
- 2x Lick of Flame +18 (3d8+18/19-20 x2)
as fire (energy, common)
plus Burn
Full Attack (Melee):
Standard Attack (Ranged):
- 2x Fire Blast +18 (3d8+18/19-20 x2)
as fire (energy, common)
(Increment: 20 ft.; Max Range: 100 ft.)
plus Burn
Full Attack (Ranged):
- 3x Fire Blast +18 (3d8+18/19-20 x2)
as fire (energy, common)
(Increment: 20 ft.; Max Range: 100 ft.)
plus Burn
Siege Damage: Not siege capable
Statistics
14 |
STR |
20 |
DEX |
12 |
CON |
4 |
INT |
11 |
WIS |
11 |
CHA |
Special Abilities
Scorching Flesh (Su) Automatic |
Any creature which attacks the fire elemental with a melee attack takes 19 points of fire (energy, common) damage. This may only affect an enemy creature once per round per enemy, no matter how many attacks are made. |
Backdraft (Su) Free Action 1/Enc |
Once per encounter, if the Fire elemental is damaged by a ranged attack, spell, or other ability used by a foe outside its melee reach (such as a reach weapon or spell-like ability), it may immediately use its Fireblast ability to attack that attacker as a free action. The attacking creature must be within 100 feet, and the fire elemental must have line of sight and line of effect to the creature. |
Light (Ex) Automatic |
Fire Elementals have no special senses, but they rarely feel the lack because they generate bright light in a 40 foot radius around them for as long as they live. |
Burn (Ex) Automatic after attack |
Any creature struck by a fire elemental, whether its Lick of Flame melee attack, or its Fire Blast ranged attack, must also make a Reflex saving throw, versus a DC of 21, or gain the Burned condition. The burned condition does not stack, so a creature which already has the burned condition does not need to save against additional effects. |
Blazing Heat (Ex, Aura; Killer Role) Automatic |
Blazing Heat is an aura which is triggered at the end of the fire elemental's movement. When the fire elemental ends its move (or, if it doesn't move, just prior to taking its first attack) all creatures adjacent to its space take 4d6+8 points of fire (energy, common) damage and must make a reflex save versus a DC of 21 or receive the Burned condition. In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn and force only one saving throw to receive the Burned condition. The Burned condition does not stack with itself; if you already have an ongoing Burned condition, gaining the condition again does nothing. |
Swift As Death (Ex; Killer Role) Always On |
Killers increase their speed by +30 feet with all movement types they possess (this is already included in the numbers listed in the Movement Types section, above). |
Large Fire Elemental
This creature possesses the Killer role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.This monster frequently has the Killer role, but may be set to different roles if desired.Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.
Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.
Fire is the first tool of civilization, that thing which defeats the night.
That makes fire even more terrible when it is given deadly intent and self will. Fire elementals are terrifying masses of undying flame, needing no fuel to burn, although water is their bane. Like all fire, fire elementals cast off bright light and searing heat all around them, and on top of that, they seek to kill you in a very effective manner.
Nothing will wake you up like having a pitched battle with your campfire…
Combat Tactics
Fire elementals are the deadly berserkers of elementals. They will close in with half moves, using fire blast against creatures who attack at range. Once in melee, they will position themselves so that their Blazing Heat aura will damage as many opponents as possible and try to set up Cleave opportunities. If possible they will attack less heavily armored foes first and try to then cleave into more durable enemies. They will use every attack they can and will fight to the death without hesitation.
Out of Combat
Fire Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is cold and offers only few substances which can be satisfyingly consumed in flame.
In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.
Rewards
XP: 25,600 (Killer role included.)
Treasure: Sellable Goods worth 18,750 gp.
- Weight: 220 lbs. Volume: 8.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 8 | Nothing Found |
9 - 12 | 1 Languid Remnant (tier 1) |
13 - 15 | 1 Pale Remnant (tier 2) |
16 - 18 | 1 Bright Remnant (tier 3) |
19 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 3 | 4 Languid Remnants (tier 1) |
4 - 7 | 4 Pale Remnants (tier 2) |
8 - 11 | 1 Intense Remnant (tier 4) |
12 - 15 | 1 Blazing Remnant (tier 5) |
16 - 18 | 1 Vital Remnant (tier 6) |
19 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 3 | 4 Bright Remnants (tier 3) |
4 - 5 | 4 Intense Remnants (tier 4) |
6 - 8 | 4 Blazing Remnants (tier 5) |
9 - 11 | 4 Vital Remnants (tier 6) |
12 - 15 | 1 Prime Remnant (tier 7) |
16 - 18 | 1 Mythic Remnant (tier 8) |
19 - 20 | 1 Empyrean Remnant (tier 9) |