Kryx RPGThemesMonsters
Huge Fire Elemental

Huge Fire Elemental

Huge elemental
Challenge
9

STR
2
DEX
6
CON
4
INT
−1
WIS
1
CHA
2

157
15d12+60
19
Fort
+6
Ref
+6
Will
+3
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 +1 (12), Perception +1 (12), Primal +5 (16)
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 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 5-meter radius and dim light in an additional 5 meters. It can extinguish the light or relight it as an action.

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. It knows the following maneuvers:

1 stamina die: lunge, spring attack

2 stamina dice: frenzy

Spellcasting. The huge fire elemental’s 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. It knows the following spells:

Cantrips (at will, 11th-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

2 mana: fireball, flame bane, flaming sphere, heat metal, incendiary cloud, minute meteors, molten upheaval, wall of fire

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: +10 to hit, reach 2 m. Hit: 19 (3d8 + 6) fire damage. If the target is a creature or a flammable object, it is burning 3.

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.