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Giant Fire Elemental A5E

CR 9 elemental

Huge elemental, chaotic evil


Armor Class
14
Hit Points
127 (15d12+30)
Speed
50 ft.

STR10 (+0)
DEX18 (+4)
CON14 (+2)
INT6 (-2)
WIS10 (+0)
CHA6 (-2)

Saving Throws
Skills
Resistances
damage from nonmagical weapons
Damage Immunities
fire, poison
Condition Immunities
fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Ignan
Challenge
9 (5,000 XP) · Proficiency Bonus +4

Elemental Nature.

An elemental doesnt require air, sustenance, or sleep.

Fiery Aura.

A creature that ends its turn within 5 feet of the fire elemental takes 5 (1d10) fire damage. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Fire Form.

The elemental can move through a space as narrow as 1 inch wide without squeezing.

Water Weakness.

The elemental takes 6 (1d12) cold damage if it enters a body of water or starts its turn in a body of water, is splashed with at least 5 gallons of water, or is hit by a water elementals slam attack.

Actions

Multiattack.

The elemental makes two slam attacks.

Slam.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 4) fire damage and the target suffers 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage.

Wildfire (Recharge 4–6).

The elemental moves up to half its Speed without provoking opportunity attacks. It can enter the spaces of hostile creatures but not end this movement there. When a creature shares its space with the elemental for the first time during this movement the creature is subject to the elementals Fiery Aura and the elemental can make a slam attack against that creature.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details