Elemental, Small Fire (CR 1)
Table of Contents
- Elemental, Medium Fire (CR 3) (advanced, giant)
- Elemental, Large Fire (CR 5) (advanced x 2, giant x 2)
- Elemental, Huge Fire (CR 7) (advanced x 3, giant x 3)
- Elemental, Greater Fire (CR 9) (advanced x 4, giant x 4)
- Elemental, Elder Fire (CR 11) (advanced x 5, giant x 5)
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
CR 1: Small Fire Elemental |
Genderless fire elemental N Small outsider (elemental, extraplanar, fire) Background Nomad Init +4; Senses Perception (Wis) +2 (Expert +1, 1 rank) |
Defense |
hp 10 (1d10) DV 17, touch 17, flat-footed 12 (+1 defense, +4 Dex, +1 dodge, +1 size) Fort +0, Ref +6, Will +2 DR 0/armor Immune bleed, critical hits, fire, flanking, paralysis, poison, precision damage, sleep effects, stunning |
Offense |
Speed 20 ft. Space 1/2 sqr.; Reach 1/2 sqr. Base Atk +1; CMB +4; CMD 14 Melee slam +6 (1d4+6 [14/10] plus 1 fire) |
Statistics |
Abilities Str 10, Dex 19, Con 10, Int 4, Wis 11, Cha 10 Feats Dodge, Enduranceb,Weapon Focus (naturalb) Racial Feats Improved Natural Attack (slam) Leadership Perks () Skills Acrobatics (Dex) +6 (0 ACP, Expert +1, 1 rank) Appraise (Int) -3 (Novice +0) Artistry (Int) -3 (Novice +0) Autohypnosis* (Wis) — (Novice +0) Bluff (Cha) +0 (Novice +0) Climb (Str) +0 (0 ACP, Novice +0) Craft () (Int) -3 (Novice +0) Diplomacy (Cha) +0 (Novice +0) Disable Device* (Dex) — (0 ACP, Novice +0) Disguise (Cha) +0 (Novice +0) Escape Artist (Dex) +6 (0 ACP, Expert +1, 1 rank) Fly (Dex) +5 (0 ACP, Novice +0, +1 size) Handle Animal* (Cha) — (Novice +0) Heal (Wis) +0 (Novice +0) Intimidate (Cha or Str) +2 (Expert +1, 1 rank) Knowledge* (planes) (Int) — (Skilled +0) Linguistics* (Int) — (Novice +0) Lore* (plane of fire) (Int) -1 (Expert +1, 1 rank) Perform () (Cha) +0 (Novice +0) Profession* () (Wis) — (Novice +0) Ride (Dex) +4 (0 ACP, Novice +0) Sense Motive (Wis) +0 (Skilled +0) Sleight of Hand* (Dex) +5 (0 ACP, Novice +0, 1 rank) Spellcraft* (Int) — (Novice +0) Stealth (Dex) +5 (0 ACP, Skilled +0, +1 size) Survival (Wis) +1 (Expert +1) Swim (Str) +0 (0 ACP, Novice +0) Truespeak* (Int) — (Novice +0) Use Magic Device* (Cha) — (Novice +0) Languages Ignan SQ armless, hungerless, legless, sleepless. Possessions none. |
Racial Traits
Standard Traits
- CR: 1 (20 CP)
- Hit Dice: d10 (1 CP)
- Alignment: N
- Type: Fire elementals are outsiders with the air, elemental, and extraplanar subtypes.
- Size: Fire elementals begin as Small creatures, and thus gain -2 Strength, +2 Dexterity, -1 Constitution, +1 size bonus to attack rolls, -1 size penalty to CMB and CMD, +1 size bonus to DV, +2 size bonus to Fly, +2 size bonus to Stealth, have a space of 1/4 sqr., a reach of 0 ft., and a speed of 20 ft, height is quartered, weight divided by 8. (-4 CP)
- Speed: Fire elementals have a speed of 20 ft. (8 CP)
- Ability Score Adjustment: +3 Dexterity, -3 Intelligence, +1 Charisma. (2 CP)
Defense Racial Traits
- Elemental Immunities: Fire elementals are immune to bleed, fire, paralysis, poison, sleep effects, and stunning. (12 CP)
- No discernible anatomy: Fire elementals are not subject to critical hits, flanking, and precision damage. (10 CP)
- Saving Throws: Fire elementals have fast Reflex and Will saving throws. (2 CP)
Feat and Skill Racial Traits
- Bonus Feats: Fire elementals gain Weapon Focus (natural) as a bonus feat. (2 CP)
- Class Skills: Fire elementals have the following as class skills: Acrobatics, Escape Artist, Intimidate, Knowledge (planes), Perception, Sense Motive, Stealth, and Survival. (4 CP)
- Skill Ranks: Fire elementals gain 6 + Intelligence modifier skill ranks per Hit Die. (2 CP)
Offense Racial Traits
- Base Attack Bonus: Fire elementals have fast base attack bonus progression. (1 CP)
- Burn (Ex): Fire elementals deal 1 fire damage in addition to damage dealt on a successful slam attack. (10 CP)
- Slam: Fire elementals have a slam natural attack that deals 1d3 points of damage. At 7th Hit Die, and every 7 HD after, its damage increases by 1 size. (2 CP)
Senses Racial Traits
- Darkvision: Fire elementals can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
Other Racial Traits
- Armless: Fire elementals have no arms, and cannot hold items or wield weapons without any special abilities. (-10 CP)
- Gearless: Fire elementals do not possess equipment. (-20 CP)
- Hungerless: Fire elementals do not need to eat or drink, unless they want to gain any benefits from doing so. (5 CP)
- Legless: Fire elementals habe no legs. It has a land speed of 5 feet, and cannot be tripped. (-12 CP)
- Sleepless: Fire elementals do not need to sleep, unless they want to gain any benefits from doing so. However, they still require 8 hours of rest to regain any abilities that have that requirement. (5 CP)
- Vulnerability: Fire elementals are vulnerable to cold damage. (-2 CP)
page revision: 5, last edited: 09 Nov 2022 16:38