Greater Fire Elemental: Difference between revisions

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m (Text replacement - "\| NudgeBasicLoreValue = (.*) <!-- This field lets you alter the DC of the basic knowledge check for this monster --> <!-- Values: any positive or negative number, or leave blank\. Max recommended is \+\/-4 --> \| NudgeFullLo...)
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   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


| StrongAgainst = '''''Immune (no effect):''''' Fire damage
| StrongAgainst = '''''Immune (no effect):''''' {{dmg|Fire}} damage
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst = '''''Vulnerable (1.5x damage):''''' from Cold damage
| WeakAgainst = '''''Vulnerable (1.5x damage):''''' {{dmg|Cold}} damage
::* Fire Elementals take 1 hit point of damage per gallon of water they touch.
::* Fire Elementals take 1 hit point of {{dmg|cold}} damage per gallon of water they touch (this is not multiplied by their vulnerability).
   <!-- Put any 'vulnerable' or 'defenseless' values here;
   <!-- Put any 'vulnerable' or 'defenseless' values here;
         vulnerabilities based on type (e.g. Vermin) are automatically added
         vulnerabilities based on type (e.g. Vermin) are automatically added
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   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType = Hybrid
| MultipliedDamageType = Attacks
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->


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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = fire
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes = fire damage, plus Burn
| PriAtkNotes = Burn
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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   <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
   <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->


| Override-Pri-Atk--Std-Atk-Qty =  
| Override-Pri-Atk--Std-Atk-Qty = 2
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Pri-Atk--Full-Atk-Qty =  
| Override-Pri-Atk--Full-Atk-Qty = 0
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
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   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = fire
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes = fire damage plus Burn
| RangedAtkNotes = Burn
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->


| Override-Ranged-Atk--Std-Atk-Qty =  
| Override-Ranged-Atk--Std-Atk-Qty = 2
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| Override-Ranged-Atk--Full-Atk-Qty =  
| Override-Ranged-Atk--Full-Atk-Qty = 3
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = 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 {{#var:Special1StandardDmg}} points of fire damage and must make a reflex save versus a DC of {{#var:Special1SaveDC}} or receive the [[Burned]] condition (also see Burn, below).  In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn, and force only one saving throw per opponent each turn, to receive the Burned condition.  
| Ability-1-Description = 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 {{#var:Special1StandardDmg}} points of {{dmg|fire}} damage and must make a reflex save versus a DC of {{#var:Special1SaveDC}} or receive the [[Burned]] condition (also see Burn, below).  In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn, and force only one saving throw per opponent each turn, to receive the Burned condition.  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Any creature which attacks the fire elemental with a melee attack takes {{#var:Special2-Hit-Dice}} points of fire damage. This may only happen once per foe per round, not on each attack.
| Ability-2-Description = Any creature which attacks the fire elemental with a melee attack takes {{#var:Special2-Hit-Dice}} points of {{dmg|fire}} damage. This may only happen once per foe per round, not on each attack.
 
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
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   <!--Available Variables:  
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| Ability-3-Description = When struck by the fire elemental or when effected by the Blazing Heat aura, opponents may gain the [[Burned]] condition unless they succeed on a Reflex save, DC {{#var:Special3SaveDC}}.  You can only be affected by one Burned condition per round.   
| Ability-3-Description = When struck by the fire elemental or when effected by the Blazing Heat aura, opponents may gain the [[Burned]] condition unless they succeed on a Reflex save, DC {{#var:Special3SaveDC}}.  You can only be affected by one Burned condition per round.   
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
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| Ability-4-Description = Once per round, 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 Fireblast ability to attack that attacker as a free action.  The attacking creature must be within 100 feet, and the fire elemental must have line of sight and line of effect to the creature.
| Ability-4-Description = Once per round, 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 Fireblast ability to attack that attacker as a free action.  The attacking creature must be within 100 feet, and the fire elemental must have line of sight and line of effect to the creature.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
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   <!--Available Variables:  
   <!--Available Variables:  
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| Ability-5-Description = 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 exist.
| Ability-5-Description = 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 exist.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  

Revision as of 18:55, 14 August 2018

Greater Fire Elemental (KillerCR 9)

Neutral - Huge - Outsider (Elemental, Fire)
Lore: Know (Planes)
17 33
Basic DC Full DC
Initiative
Initiative Icon 2.png
22
Perception:
24 +14
Passive Active
Ambush:
12+
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
27
Man Def
Shield Icon 3.png
26
Monster Health
356 178 14
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +11
Refl: +11
Will: +3

Strong Against:

Weak Against:

  • Vulnerable (1.5x damage): Cold (energy, common) damage
  • Fire Elementals take 1 hit point of cold (energy, common) damage per gallon of water they touch (this is not multiplied by their vulnerability).

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+14
Sword Icon 3.png
Action
2
Points

Standard Attack (Melee):

  • 2x Lick of Flame +16 (3d8+12/19-20 x2)
    as fire (energy, common)
    Burn

Full Attack (Melee):

Standard Attack (Ranged):

  • 2x Fire Blast +15 (3d8+12/19-20 x2)
    as fire (energy, common)
    (Increment: 150 ft.; Max Range: 150 ft.)
    Burn

Full Attack (Ranged):

  • 3x Fire Blast +15 (3d8+12/19-20 x2)
    as fire (energy, common)
    (Increment: 150 ft.; Max Range: 150 ft.)
    Burn

Siege Damage: Not siege capable

Statistics

20
STR
22
DEX
14
CON
5
INT
13
WIS
17
CHA

Skills:

Languages: Ignan

Feats:

Special Abilities

Blazing Heat (Su)

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 points of fire (energy, common) damage and must make a reflex save versus a DC of or receive the Burned condition (also see Burn, below). In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn, and force only one saving throw per opponent each turn, to receive the Burned condition.

Scorching Flesh (Su)

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

Burn (Su)

When struck by the fire elemental or when effected by the Blazing Heat aura, opponents may gain the Burned condition unless they succeed on a Reflex save, DC . You can only be affected by one Burned condition per round.

Backdraft (Su)

Once per round, 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 Fireblast ability to attack that attacker as a free action. The attacking creature must be within 100 feet, and the fire elemental must have line of sight and line of effect to the creature.

Firelight (Su)

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 exist.

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).
Greater Fire Elemental

Greater Fire Elemental

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

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 om 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.

Fire elementals are often summoned to serve while bound into odjects 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 elelemtals bound to public baths, forges, foundries, bloomeries, furnaces, and numerous other places. It is not rare to see fire elelentals in ruins that have broken free of centuries of bondage that are spoiling for a fight, to put it mildly.
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: 12,800 (Killer role included.)

Treasure: Sellable Goods worth 10,250 gp.

Weight: 180 lbs.     Volume: 7.2 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)