Huge Fire ElementalHuge elemental
- 9 (5,000 XP)
Fire Form. The elemental can move through a space as narrow as 2.5 centimeters wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 1.5 meters of it takes 6 (1d12) 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 6 (1d12) fire damage and is burning 3. 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 9-meters radius and dim light in an additional 9 meters.
Maneuvers. The huge fire elemental uses maneuvers (maneuver save DC 18). It has 12 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
2 stamina dice: frenzy
Spellcasting. The huge fire elemental is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:
1 mana: ash fall, burning hands, continual flame, fiery rebuke, flaming sphere, flaming weapon, heat metal, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst
Water Susceptibility. For every 1.5 meters the elemental moves in water, or for every 4 liters of water splashed on it, it takes 1 cold damage.
Multiattack. The elemental makes two flame touch attacks.
Flame Touch. Melee Weapon Attack: +10 to hit, reach 3 m. Hit: 19 (3d8 + 6) fire damage. If the target is a creature or a flammable object, it is burning 3.