Neutral - Huge - Outsider (Elemental, Fire)
- 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.
- A Huge fire elemental is 25 feet long and weighs 150 pounds.
- Init: +18 (Killer role included)
- Ambush Chance: 10+ on d20 (req's 1 minute prep)
- Senses: Standard Senses
- AC: 21
- Maneuver Defense (MD): 23
- Hit Points: 192 (Killer role included) (Bloodied Value: 96) Hit Dice: 11
- Fort: +8 Refl: +10 Will: +4
- Special Defenses:
- Strong Against:
- (Killer Role) Immunity (partial 1): Killers are immune to the first condition applied to them during an encounter. If a second condition is applied to a killer, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (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:
- Vulnerable (1.5x damage): Cold (energy, common) damage
- Fire Elementals take 1 hit point of damage per gallon of water they touch.
- Movement Types: Walk 50 ft.
- Space / Reach: 15 ft. / 10 ft.
- Standard Attack:
- 2x Lick of Flame +15 (1d8+6/19-20 x2) as fire (energy, common); plus Burn
- Full Attack:
- 4x Lick of Flame +15 (1d8+6/19-20 x2) as fire (energy, common); plus Burn
- Standard Ranged:
- 2x Fire Blast +15 (1d8+6/19-20 x2) as fire (energy, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus Burn
- Full Ranged:
- 4x Fire Blast +15 (1d8+6/19-20 x2) as fire (energy, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus Burn
- Maneuver Offense: +12 (+3 on Cleaves)
- Siege Damage: Not siege capable
- Action Points: 2 (Killer role included)
- Str: 18 Dex: 20 Con: 12 Int: 4 Wis: 11 Cha: 15
- Languages: Ignan
Blazing Heat (Su, Aura 5')
- 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 1d6+3 points of fire (energy, common) damage and must make a reflex save versus a DC of 20 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 (per fire elemental present).
Scorching Flesh (Su)
- Any creature which attacks the fire elemental with a melee attack takes 11 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.
- 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 Fire Blast ranged attack to attack that foe as a free action. The attacking creature must be within 150 feet, and the fire elemental must have line of sight and line of effect to the creature.
- Fire Elementals have no special senses, but they rarely feel the lack because they generate bright light in a 50 foot radius around them for as long as they live.
- 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 20, 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.
- Fire elementals are the deadly berserkers of elementals. They will close in with five foot steps, using fire blast against creatures who attack at range and typically using their free Backdraft attack as early as possible. They frequently use charge maneuvers to close to melee, their high Walk speed covering huge distances quickly. 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 with their ten feet of reach. They will use five foot steps to open the range on melee opponents, preferring a chance to make an opportunity attack to basting things in their Blazing Heat aura. 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.
- Fire Elementals are massively useful things, and can frequently be found bound to forges, used as very unwilling sources of light and warmth in castles and cities, bound to alchemical devices to provide steam and flux, even bound to necromantic constructs such as skeletons to create even more deadly foes. All such uses of fire elementals are fraught with peril, since, if they escape, they will generally go on a destructive, berserk rampage as fast as their little fiery feet will carry them.
- XP: 6,400 (Killer role included.)
- Treasure: Sellable Goods worth 5,750 gp.
- Weight: 140 lbs. Volume: 5.6 cu. ft.
- Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20: Result Remnant Found (If Any) 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 Table 2: Roll a d20: Result 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 Table 3: Roll a d20: Result 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)