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Huge Fire Elemental

aHuge Fire Elemental

Fire Elemental, Huge (CR 7)

XP 3,200
N Huge Outsider (Fire, Elemental, Extraplanar)
Init +12; Senses Darkvision 60 ft.; Perception +15

DEFENSE

AC 22, touch 17; flat-footed 13 (+8 dex, +1 dodge, +5 natural, -2 size)
hp 105 (10d10+50)
mp 19
Fort +12, Ref +15, Will +7
DR 5/-; Immune Fire, elemental traits; Strong Ice
Weakness Water

OFFENSE

Speed 60 ft.
Melee 2 Slams +20 (2d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn (2d6, Reflex DC 20), Fireball, Gates of Hades
Spells Known (SC CL 10th, Concentration +12)

1st (DC 13) – Fire
2nd (DC 14) – Fire II

STATISTICS

Str 19, Dex 26, Con 20, Int 15, Wis 14, Cha 4
Base Atk +10; CMB +16; CMD 35
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +17, Climb +13, Escape Artist +17, Intimidate +9, Knowledge (planes) +10, Perception +15
Languages Ignan

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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Fireball (Su)

Once every 1d2 rounds, a fire elemental generates a searing explosion of flame that detonates with a low roar and deals 5d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save (DC 17) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

Gates of Hades (Su)

Once every 1d4 rounds, the fire elemental can launch an explosive fireball within a 100 ft. in a 20-ft.-radius. Creatures within the area of effect take 8d6 points of fire damage and inflicts the Burning status effect. A successful Reflex save (DC 17) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).