Kryx RPGThemesCreatures
Large Fire Elemental

Large Fire Elemental

Large elemental
Challenge
5

STR
1
DEX
5
CON
3
INT
−2
WIS
0
CHA
1

102
12d10+36
17
Fort
+4
Ref
+4
Will
+1
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities fire, poison
Condition immunities burning, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 10 m.
Skills Insight +0 (11), Perception +0 (11), Primal +3 (14)
Senses darkvision 10 m.
Languages Ignan

Fire Form. The elemental can move through a space as narrow as 2 centimeters wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 1 meter of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. Whenever a creature starts its turn in the same space as the elemental, that creature takes 5 (1d10) fire damage and is burning 2. With a touch, the elemental can also ignite flammable objects that aren’t worn or carried (no action required).

Illumination. The elemental sheds bright light in a 5-meter radius and dim light in an additional 5 meters. It can extinguish the light or relight it as an action.

Maneuvers. The large fire elemental uses maneuvers (maneuver save DC 16). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: lunge, spring attack

2 stamina dice: frenzy

Spellcasting. The large fire elemental uses Primal (Cha) to cast spells (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 6th-level spellcaster): cauterize wound, control flames, produce flame

1 mana: ash fall, burning hands, continual flame, fiery rebuke, flaming weapon, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst

Water Susceptibility. For every meter the elemental moves in water, or for every 4 liters of water splashed on it, it takes 1 cold damage.

Actions (2)

Flame Touch. Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 12 (2d6 + 5) fire damage. If the target is a creature or a flammable object, it is burning 2.

Desertsrd

Maneuvers

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.