Great Fire Elemental (5e Creature)

Great Fire Elemental

Large elemental, neutral


Armor Class 14
Hit Points 152 (16d10 + 64)
Speed 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 18 (+4) 8 (-1) 12 (+1) 9 (-1)

Skills Athletics +4, Intimidation +2, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Common, Ignan, and any one other
Challenge 8 (3,900 XP)


Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack).

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 catches fire, until someone takes an action to douse the fire, the creature takes 5 (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 ft., one target. Hit: 14 (3d6 + 4) 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 5 (1d10) fire damage at the start of each of its turns.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. This effect ends if the elemental is incapacitated.

REACTIONS

Parry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon.

A fire elemental with the Great Elemental template applied to it. Great fire elementals are creatures of roaring flame that burn everything they touch. It might act as a commander for a group of smoke, magma, or steam mephits, regular fire elementals, or a pack of pyromaniacal magmins. A great fire elemental might also serve as a shock troop in an efreeti's army.

Elemental Nature. A great fire elemental doesn't require air, food, drink, or sleep.


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