Elemental, Fire (Elder)

Family: Elementals

Huge elemental, neutral

Armor Class 15
Hit Points 207 (18d12 + 90)
Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 20 (+5) 10 (+0) 14 (+2) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages Ignan
Challenge 13 (10,000 XP)

Special Traits

  • 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 5 (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 5 (1d10) fire damage and ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
  • Illumination. The elemental sheds bright light in a 40-foot radius and dim light for an additional 40 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: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) fire damage. If the target is a creature or flammable object, it ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
  • Firestorm (recharge 4-6): The elemental emits a fan of flame all around it. Any target within 15 feet must make a DC 17 Dexterity saving throw. On a failure, a target takes 11 (2d10) fire damage and ignites. If the saving throw is successful, the target takes half the fire damage and is still ignited (as above). A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene