Fire Elemental

Fire elementals are quick, deadly, and single-minded. They seek only to do the will of the flames from which they are born. Unlike other elemental spirits which arise naturally from the raw elements, fire elementals are the petitioners (reconstituted spirits of the dead who have received their eternal reward) of Pyrokus.

Fire elementals are born from the spirits of mortals who have sought after Fire so hard that upon their death they entered Pyrokus and became one with it. They now are incorporeal spirits of Fire who seek only to do the will of the flames. Anyone who pursues Fire so devoutly that they make it their life's goal to attain it may become a Fire Elemental upon death, particularly those who are consumed by the flames of Pyrokus.

Fire elementals greatly resemble their corporeal forms in life, but they are wreathed in eternal flame that flickers and dances with them. Fire elementals speak whatever languages they knew in life, though they rarely choose to do so. When one speaks, its voice sounds like the crackle and hiss of a great fire.

The first fire elementals born were those humans who sought to steal Fire for themselves.
The best known individual fire elemental is Shota, who was once an Eag'Chept. Stories of her attempt to steal Fire circulate among the Chepts to this day.


Fire Elemental, Small Fire Elemental, Medium Fire Elemental, Large
Size/Type: Small Elemental (Fire, Extraplanar, Incorporeal) Medium Elemental (Fire, Extraplanar, Incorporeal) Large Elemental (Fire, Extraplanar, Incorporeal)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
Initiative: +5 +7 +9
Speed: 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 deflection), touch 16, flat-footed 14 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13 18 (-1 size, +5 Dex, +4 deflection), touch 18, flat-footed 13
BAB/Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6 plus 1d6+1 fire) Slam +10 melee (2d6 plus 2d6+2 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6 plus 1d6+1 fire) 2 Slams +11 melee (2d6 plus 2d6+2 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Darkvision 60 ft., elemental traits, incorporeal traits, immunity to fire, vulnerability to cold Darkvision 60 ft., elemental traits, incorporeal traits, immunity to fire, vulnerability to cold Damage reduction 5/-, darkvision 60 ft., elemental traits, incorporeal traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +4, Will +0 Fort +3, Ref +7, Will +1 Fort +5, Ref +11, Will +2
Abilities: Str -, Dex 14, Con 10, Int 4, Wis 11, Cha 16 Str -, Dex 17, Con 14, Int 4, Wis 11, Cha 17 Str -, Dex 21, Con 16, Int 6, Wis 11, Cha 18
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Dodge, Improved InitiativeB, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Environment: Pyrokus Pyrokus Pyrokus
Organization: Solitary Solitary Solitary
Challenge Rating: 2 4 6
Treasure: None None None
Alignment: Always lawful neutral Always lawful neutral -
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment: - - -
 
Fire Elemental, Huge Fire Elemental, Greater Fire Elemental, Elder
Size/Type: Huge Elemental (Fire, Extraplanar, Incorporeal) Huge Elemental (Fire, Extraplanar, Incorporeal) Huge Elemental (Fire, Extraplanar, Incorporeal)
Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +11 +12 +13
Speed: 60 ft. (12 squares) 60 ft. (12 squares) 60 ft. (12 squares)
Armor Class: 19 (-2 size, +7 Dex, +4 deflection), touch 19, flat-footed 12 24 (-2 size, +8 Dex, +8 deflection), touch 24, flat-footed 16 25 (-2 size, +9 Dex, +8 deflection), touch 25, flat-footed 16
BAB/Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +17 melee (2d8 plus 2d8+4 fire) Slam +22 melee (2d8 plus 2d8+5 fire) Slam +26 melee (2d8+6 plus 2d8 fire)
Full Attack: 2 Slams +17 melee (2d8 plus 2d8+4 fire) 2 Slams +22 melee (2d8 plus 2d8+5 fire) 2 Slams +26 melee (2d8+6 plus 2d8 fire)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, incorporeal traits, immunity to fire, vulnerability to cold Damage reduction 10/-, darkvision 60 ft., elemental traits, incorporeal traits, immunity to fire, vulnerability to cold Damage reduction 10/-, darkvision 60 ft., elemental traits, incorporeal traits, immunity to fire, vulnerability to cold
Saves: Fort +9, Ref +17, Will +7 Fort +11, Ref +20, Will +9 Fort +14, Ref +23, Will +10
Abilities: Str -, Dex 25, Con 18, Int 6, Wis 11, Cha 18 Str -, Dex 27, Con 18, Int 6, Wis 11, Cha 26 Str -, Dex 29, Con 18, Int 6, Wis 11, Cha 27
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +28, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Pyrokus Pyrokus Pyrokus
Organization: Solitary Solitary Solitary
Challenge Rating: 8 10 12
Treasure: None None None
Alignment: Always lawful neutral Always lawful neutral -
Advancement: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment: - - -


Burn (Ex)
Fire Elemental Sizes
Elemental Height Weight Burn Save DC
Small 4 ft. 0 lb. 11
Medium 8 ft. 0 lb. 14
Large 16 ft. 0 lb. 17
Huge 32 ft. 0 lb. 22
Greater 36 ft. 0 lb. 24
Elder 40 ft. 0 lb. 26

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 table). 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. If a creature hits a fire elemental with natural weapons or unarmed attacks but misses due to incorporeal miss change they still take the full effect from Burn as if they had succeeded on the hit, unless they succeed on a Reflex save.
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