Library / Bestiary

Elemental, Fire, Elder

CR 11.00 Outsider N Huge

Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.

ElementalHeightWeight
Small4 ft.1 lb.
Medium8 ft.2 lbs.
Large16 ft.4 lbs.
Huge32 ft.8 lbs.
Greater36 ft.10 lbs.
Elder40 ft.12 lbs.
STR
26
DEX
29
CON
18
INT
10
WIS
11
CHA
11
HP
152 (16d10+64)
AC
26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, -2 size)
Speed
60 ft.
Init
+13
Melee
2 slams +23 (2d8+8 plus burn)
Space
15 ft.
Reach
15 ft.
BAB
+16
CMB
+26
CMD
46
Fort
+14
Ref
+19
Will
+7
DR
10/-

Weapons: Martial, Simple

burn (2d10, DC 22)

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Stance from Feat

<p class="stat-block-1"> If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Spring Attack from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Wind Stance from Feat

<p class="stat-block-1"> If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.</p>

Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19

Details
Type
Outsider
Alignment
N
Size
Huge
Senses
darkvision 60 ft.; Perception +19
Source
Bestiary
Sources Used in This Record
10 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Stance (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spring Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Wind Stance (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.