Greater Fire Elemental

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Fire Elemental, Greater (CR 9)

Neutral - Huge - Outsider (Fire)
Lore: Know (Planes)
17 33
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
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
178 89 14
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +11
Refl: +11
Will: +3

Strong Against:

  • ER Expression error: Unexpected * operator.
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+14
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Lick of Flame +16 (0/19-20 x2)
    as undefined damage type
    fire damage, plus Burn

Full Attack (Melee):

  • 3x Lick of Flame +16 (2d8+8/19-20 x2)
    as undefined damage type
    fire damage, plus Burn

Standard Attack (Ranged):

  • 1x Fire Blast +15 (2d8+8/19-20 x2)
    as undefined damage type
    (Increment: 150 ft.; Max Range: 150 ft.)
    fire damage plus Burn

Full Attack (Ranged):

  • 3x Fire Blast +15 (2d8+8/19-20 x2)
    as undefined damage type
    (Increment: 150 ft.; Max Range: 150 ft.)
    fire damage plus 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 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 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.

Fire Elemental, Greater

Fire Elemental, Greater

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

Rewards

XP: 6,400

Treasure: Sellable Goods worth 5,125 gp.

Weight: 90 lbs.     Volume: 3.6 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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)