Name | Huge Fire Elemental |
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Sorted Name | Fire Elemental, Huge |
Family | Elemental |
Size and Type | Huge Elemental (Fire, Extraplanar) |
Hit Dice Count | 16 |
Hit Dice | 16d8+64 (136 hp) |
Random Hit Points | 16d8+64 - 64 |
Initiative | +11 |
Speed | 60 ft. (12 squares) |
Armor Class | 19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12 |
Base Attack/Grapple | +12/+24 |
Attack | Slam +17 melee (2d8+4 plus 2d8 fire) |
Full Attack | 2 slams +17 melee (2d8+4 plus 2d8 fire) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | Burn |
Special Qualities | Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Saves | Fort +9, Ref +17, Will +7 |
Abilities | Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 |
Skills | Listen +11, Spot +12 |
Feats | Alertness, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack |
Bonus Feats | Improved Initiative, Weapon Finesse |
Environment | Elemental Plane of Fire |
Challenge Rating | 7 |
Organization | Solitary |
Treasure | None |
Alignment | Usually neutral |
Advancement | 17-20 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Huge fire elemental; CR 7; Huge elemental (fire, extraplanar); HD 16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex, +4 natural), touch 15, flat-footed 12; Base Atk +12; Grp +24; Atk +17 melee (2d8+4 plus 2d8 fire, slam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2 slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, 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 +17 melee (2d8+4 plus 2d8 fire), or 2 slams +17 melee (2d8+4 plus 2d8 fire)
feats: ALERTNESS, COMBAT REFLEXES, DODGE, IRON WILL, MOBILITY, SPRING ATTACK, IMPROVED INITIATIVE, WEAPON FINESSE,