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Latest revision as of 20:51, 12 July 2019

Small Fire Elemental

Small Fire Elemental (KillerCR 1)

Neutral - Small - Outsider (Elemental)
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…


Lore Check: Know (Planes) (Basic: DC 2; Full: DC 17)
Init: +4 (Killer role included)
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses
Passive Perception: 15 (Spot: +5, req's move action)


AC: 13    Touch: 10
Maneuver Defense (MD): 14
Hit Points: 36 (Killer role included)    (Bloodied Value: 18)    Hit Dice: 2
Fort: +3    Refl: +4    Will: +0
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:
  • Takes 1 hp of cold (energy, common) damage for each gallon of water touched.


Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 2x Lick of Flame +4 (1d8/19-20 x2) as fire (energy, common); plus Burn
Full Attack:
Standard Ranged:
  • 2x Fire Blast +4 (1d8/19-20 x2) as fire (energy, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus Burn
Full Ranged:
  • 3x Fire Blast +4 (1d8/19-20 x2) as fire (energy, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus Burn
Maneuver Offense: +3
Siege Damage: Not siege capable
Special Attacks: Blazing Heat, Scorching Flesh, Light, Burn
Action Points: 2 (Killer role included)


Str: 10    Dex: 16    Con: 10    Int: 4    Wis: 11    Cha: 11
Languages: Ignan

Special Abilities

Blazing Heat (Ex, Aura)

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 points of fire (energy, common) damage and must make a reflex save versus a DC of 13 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.
The Burned condition does not stack with itself; if you already have an ongoing Burned condition, gaining the condition again does nothing.

Scorching Flesh (Ex)

Any creature which attacks the fire elemental with a melee attack takes 2 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.

Light (Ex)

Fire Elementals have no special senses, but they rarely feel the lack because they generate bright light in a 20 foot radius around them for as long as they live.

Burn (Ex)

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 13, 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.

Combat Tactics

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. 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 full attacks of Lick of Flame. 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

Small 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.


XP: 800 (Killer role included.)
Treasure: Sellable Goods worth 438 gp.
Weight: 20 lbs.     Volume: 1 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)