Name | Elder Fire Elemental |
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Sorted Name | Fire Elemental, Elder |
Family | Elemental |
Size and Type | Huge Outsider (elemental, extraplanar, fire) |
Hit Dice Count | 16 |
Hit Dice | 16d10+64 (152 hp) |
Random Hit Points | 16d10+64 - 64 |
Initiative | +13 |
Speed | 60 ft. |
Armor Class | 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, -2 size) |
Base Attack/Grapple | +16/+CMB: +26CMD: 46 |
Attack | 2 slams +23 (2d8+8 plus burn) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | burn (2d10, DC 22) |
Special Qualities | darkvision 60 ft.; |
Saves | Fort +14, Ref +19, Will +7 |
Abilities | Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11 |
Skills | Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19 |
Feats | Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance |
Environment | any (Plane of Fire) |
Challenge Rating | 11 |
Organization | solitary, pair, or gang (3-8) |
Treasure | none |
Alignment | N |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Elemental, FireThis creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.Elder Fire Elemental CR 11 XP 12,800N Huge outsider (elemental, extraplanar, fire)Init +13; Senses darkvision 60 ft.; Perception +19DEFENSEAC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, -2 size)hp 152 (16d10+64)Fort +14, Ref +19, Will +7DR 10/-,; Immune elemental traits, fireWeaknesses vulnerability to coldOFFENSESpd 60 ft.Melee 2 slams +23 (2d8+8 plus burn)Space 15 ft.; Reach 15 ft.Special Attacks burn (2d10, DC 22)STATISTICSStr 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11Base Atk +16; CMB +26; CMD 46Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind StanceSkills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19Languages IgnanECOLOGYEnvironment any (Plane of Fire)Organization solitary, pair, or gang (3-8)Treasure noneFire 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 nonf lammable 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 lame, 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.
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Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: 2 slams +23 (2d8+8 plus burn), or
feats: BLIND-FIGHT, COMBAT REFLEXES, DODGE, IMPROVED INITIATIVEB, IRON WILL, LIGHTNING STANCE, MOBILITY, SPRING ATTACK, WEAPON FINESSEB, WIND STANCE, ,