Name | Medium Fire Elemental |
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Sorted Name | Fire Elemental, Medium |
Family | Elemental |
Size and Type | Medium Elemental (Fire, Extraplanar) |
Hit Dice Count | 4 |
Hit Dice | 4d8+8 (26 hp) |
Random Hit Points | 4d8+8 - 8 |
Initiative | +7 |
Speed | 50 ft. (10 squares) |
Armor Class | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
Base Attack/Grapple | +3/+4 |
Attack | Slam +6 melee (1d6+1 plus 1d6 fire) |
Full Attack | Slam +6 melee (1d6+1 plus 1d6 fire) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Burn |
Special Qualities | Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Saves | Fort +3, Ref +7, Will +1 |
Abilities | Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 |
Skills | Listen +3, Spot +4 |
Feats | Dodge, Mobility |
Bonus Feats | Improved Initiative, Weapon Finesse |
Environment | Elemental Plane of Fire |
Challenge Rating | 3 |
Organization | Solitary |
Treasure | None |
Alignment | Usually neutral |
Advancement | 5-7 HD (Medium) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Medium fire elemental; CR 3; Medium elemental (fire, extraplanar); HD 4d8+8; hp 26; Init +7; Spd 50 ft. (10 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +6 melee (1d6+1 plus 1d6 fire, slam); Full Atk +6 melee (1d6+1 plus 1d6 fire, slam); Space/Reach 5 ft./5 ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +7, Will +1; Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Skills and Feats: Listen +3, Spot +4; Dodge, Improved Initiative, Mobility, Weapon Finesse |
Fire Elemental
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 Ignan, though they rarely choose to do so. CombatA 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.
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Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Slam +6 melee (1d6+1 plus 1d6 fire), or Slam +6 melee (1d6+1 plus 1d6 fire)
feats: DODGE, MOBILITY, IMPROVED INITIATIVE, WEAPON FINESSE,