|Name||Elder Fire Elemental|
|Sorted Name||Fire Elemental, Elder|
|Size and Type||Huge Elemental (Fire, Extraplanar)|
|Hit Dice Count||24|
|Hit Dice||24d8+96 (204 hp)|
|Random Hit Points||24d8+96 - 96|
|Speed||60 ft. (12 squares)|
|Armor Class||25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16|
Slam +26 melee (2d8+6 plus 2d8 fire)
2 slams +26 melee (2d8+6 plus 2d8 fire)
|Space/Reach||15 ft./15 ft.|
Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
|Saves||Fort +14, Ref +23, Will +10|
|Abilities||Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11|
Listen +28, Spot +29
Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Focus (slam)
Improved Initiative, Weapon Finesse
|Environment||Elemental Plane of Fire|
|Advancement||25-48 HD (Huge)|
|Sources||System Reference Document|
Elder fire elemental; CR 11; Huge elemental (fire, extraplanar); HD 24d8+96; hp 204; Init +13; Spd 60 ft. (12 squares); AC 25 (-2 size, +9 dex, +8 natural), touch 17, flat-footed 16; Base Atk +18; Grp +32; Atk +26 melee (2d8+6 plus 2d8 fire, slam); Full Atk +26 melee (2d8+6 plus 2d8 fire, 2 slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +14, Ref +23, Will +10; Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills and Feats: Listen +28, Spot +29; Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Slam +26 melee (2d8+6 plus 2d8 fire), or 2 slams +26 melee (2d8+6 plus 2d8 fire)
feats: ALERTNESS, BLIND-FIGHT, COMBAT REFLEXES, DODGE, GREAT FORTITUDE, IRON WILL, MOBILITY, SPRING ATTACK, WEAPON FOCUS (SLAM), IMPROVED INITIATIVE, WEAPON FINESSE,