Fire Elemental
Lesser Fire Elemental CR: 2 (450 XP)
STR
8 -1
DEX
16 +3
CON
15 +2
INT
5 -3
WIS
10 +0
CHA
4 -3
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)
STR
10 +0
DEX
17 +3
CON
16 +3
INT
6 -2
WIS
10 +0
CHA
7 -2
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)
STR
13 +1
DEX
18 +4
CON
15 +2
INT
9 -1
WIS
10 +0
CHA
10 +0
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)
STR
11 +0
DEX
18 +4
CON
17 +3
INT
6 -2
WIS
11 +0
CHA
8 -1
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.
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