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Fire Elemental

A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.   Fire elemental myrmidons are fire elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.    

Lesser Fire Elemental CR: 2 (450 XP)

Medium elemental, neutral
Armor Class: 13
Hit Points: 45 (7d8 + 14)
Speed: 50 ft

STR

8 -1

DEX

16 +3

CON

15 +2

INT

5 -3

WIS

10 +0

CHA

4 -3

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Ignan
Challenge Rating: 2 (450 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1d8 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 1d8 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d8 fire damage at the start of each of its turns.   Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.   Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.   Touch. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 2 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d8 fire damage at the start of each of its turns.

   

Fire Elemental CR: 5 (1,800 XP)

Large elemental, neutral
Armor Class: 13
Hit Points: 102 (12d10 + 36)
Speed: 50 ft

STR

10 +0

DEX

17 +3

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

7 -2

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Ignan
Challenge Rating: 5 (1,800 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 1d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns.   Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.   Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.   Touch. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 2d6 + 3 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

   

Fire Elemental Myrmidon CR: 7 (2,900 XP)

Medium elemental, neutral
Armor Class: 18 (plate armor)
Hit Points: 123 (19d8 + 38)
Speed: 40 ft

STR

13 +1

DEX

18 +4

CON

15 +2

INT

9 -1

WIS

10 +0

CHA

10 +0

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Paralyzed, Petrified, Poisoned, Prone
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Ignan, one language of its creator’s choice
Challenge Rating: 7 (2,900 XP)

Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.   Magic Weapons. The myrmidon’s weapon attacks are magical.   Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 1d4 cold damage.

Actions

Multiattack. The myrmidon makes three scimitar attacks.   Scimitar. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 1d6 + 4 slashing damage.   Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 1d10 fire damage.

   

Greater Fire Elemental CR: 9 (5,000 XP)

Huge elemental, neutral
Armor Class: 14
Hit Points: 133 (14d12 + 42)
Speed: 50 ft

STR

11 +0

DEX

18 +4

CON

17 +3

INT

6 -2

WIS

11 +0

CHA

8 -1

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Ignan
Challenge Rating: 9 (5,000 XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 2d10 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 2d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2d10 fire damage at the start of each of its turns.   Illumination. The elemental sheds bright light in a 45-foot radius and dim light in an additional 45 feet.   Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes three touch attacks.   Touch. Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit: 3d6 + 3 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d10 fire damage at the start of each of its turns.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
30 feet
Average Weight
6 pounds

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