Invincible Fire Elemental

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Invincible Fire Elemental (KillerCR 39)

Neutral - Huge - Outsider (Elemental, Fire)
Lore: Know (Planes)
78 94
Basic DC Full DC
Initiative
Initiative Icon 2.png
77
Perception:
76 +66
Passive Active
Ambush:
14+
on a d20
  • Ambush Notes: It is difficult to ambush when you're on fire, but they will still try!

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
64
Man Def
Shield Icon 3.png
78
Monster Health
12,532 6,266 83
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +43
Refl: +43
Will: +37

Strong Against:

Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+52
Sword Icon 3.png
Man Off
+69
Sword Icon 3.png
Action
2
Points
  • Maneuver Offense Notes: +3 on Cleaves

Standard Attack (Melee):

  • 2x Lick of Flame +52 (6d8+161/17-20 x2)
    as fire (energy, common)
    plus Burn

Full Attack (Melee):

  • 4x Lick of Flame +52 (6d8+161/17-20 x2)
    as fire (energy, common)
    plus Burn

Standard Attack (Ranged):

  • 2x Fire Blast +51 (6d8+161/18-20 x2)
    as darkfire (energy, rare)
    (Increment: 1000 ft.; Max Range: 1000 ft.)
    plus Burn

Full Attack (Ranged):

  • 4x Fire Blast +51 (6d8+161/18-20 x2)
    as darkfire (energy, rare)
    (Increment: 1000 ft.; Max Range: 1000 ft.)
    plus Burn

Siege Damage: Not siege capable

Statistics

52
STR
56
DEX
56
CON
6
INT
36
WIS
36
CHA

Skills:

Languages: Common, Ignan

Feats:

Special Abilities

Guttering Flame (Su) Automatic on Bloodied and Death

When a Fire Elemental is first reduced below its Bloodied value of Hit Points (6266 hitpoints), and again when its hit points are reduced to zero or below, its Guttering Flame power is activated as a automatic free action. Note that if a Fire Elmental is subjected to enough damage that it is driven past Bloodied and then killed in the same round, this ability may activate twice that round.

When Guttering Flame activates, a Fire Elemental seems to flicker down, then flash back a few times, then it explodes in a massive blast, dealing 6d10+230 of darkfire (energy, rare) damage to all creatures within 30 feet of its space, and to all creatures in the current combat who currently have the Singed, Burned, or Immolated condition caused by any Fire Elemental, regardless of range or line of sight. Affected creatures are allowed a Will save against a DC of 51 to reduce this damage by half.

Scorching Flesh (Su) Automatic when struck

Any creature which attacks the fire elemental with a melee attack takes 83 points of fire (energy, common) damage. This may only happen once per foe per round, not on each attack.

Burn (Su) Automatic on successful attack

Up to once per round, per foe, when struck by the fire elemental or when effected by the Blazing Heat aura, opponents must make a Reflex save, DC 51. If they make this save, they gain the Singed condition, inflicting fire (energy, common) damage. If they fail this save, they gain the Burned condition.

Any creature which already has the Singed or Burned condition inflicted by any Fire Elemental that is affected again by Burn (save or not), has that condition upgraded to the Immolated condition. Creatures affected by Immolated cannot be further affected by this ability.

Backdraft (Su) Automatic 1/Rnd/attacker

Once per round for each attacker, if the Fire elemental is damaged by a ranged attack, spell, or any other ability used by a foe outside its melee reach (such as a reach weapon, class ability, spell-like ability, etc), it may immediately use its Fireblast ranged attack to attack that attacker as a free action. The attacking creature must be within 1000 feet, and the fire elemental must have line of sight and line of effect to the creature.

Note that this may caused Burned to that ranged attacker, which is then susceptible to the Guttering Flame ability.

Firelight (Su) Automatic

Fire Elementals generate bright light in a 100 foot radius around them for as long as they exist.

Blazing Heat (Ex, Aura; Killer Role) Automatic

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 within 30 feet of its space take 6d8+161 points of fire (energy, common) damage and must make a reflex save versus a DC of 51 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.

Any creature which already has the Singed or Burned condition inflicted by any Fire Elemental that is affected again by Blazing Heat (save or not), has that condition upgraded to the Immolated condition, only now it inflicts darkfire (energy, rare) damage. This removes, for the time being, the old condition inflicting fire damage.

Note that it is entirely possible for a player character to have TWO conditions from an Invincible Fire Elemental, a Singed, Burned, or Immolated condition inflicting fire damage, and an Immolated condition from Blazing Heat inflicting darkfire damage.

Creatures affected by Immolated cannot be further affected by this ability.

Swift As Death (Ex; Killer Role) Always On
Killers increase their speed by +30 feet with all movement types they possess (this is already included in the numbers listed in the Movement Types section, above).
Invincible Fire Elemental

Invincible Fire Elemental

This creature possesses the Killer role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Killer role, but may be set to other roles if desired.

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…

Combat Tactics

Fire elementals are the deadly berserkers of elementals. They will close in with half moves, using fire blast against creatures who attack at range. 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.

They are well aware of their Guttering Flame ability, and will work to set and keep as many foes ablaze, especially ranged attackers, as they can, even forgoing attacks against close melee foes to keep distant enemies on fire.

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 the lifetime of a volcano, or the existence of any blood relative, 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 a few substances which can be satisfyingly consumed in flame.

Fire elementals are often summoned to serve while bound into objects and buildings. A permanent source of heat is hugely useful to almost anyone with aspirations to industry, and it is very common to find fire elementals bound to public baths, forges, foundries, bloomeries, furnaces, and numerous other places. It is not rare to see fire elementals in ruins that have broken free of centuries of bondage that are spoiling for a fight.

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.

Rewards

XP: 419,840,000 (Killer role included.)

Treasure: Sellable Goods worth 9,252,933 gp.

Weight: 780 lbs.     Volume: 31.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
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
### Nothing to see here!
### Or here. Move along.
Table 2: 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
### Or here. Move along.
Table 3: 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)