FIRE ELEMENTAL – 5e stats

Large elemental, neutral

Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
10 (+0)17 (+3)16 (+3)6 (-2)10 (+0)7 (-2)

Saving Throws (suggested) Con +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities (suggested) cold
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)

Fire Form. The fire elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fire elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the fire elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The fire elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet that the fire elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS

  • Multiattack. The fire elemental makes two touch attacks.
  • Multiattack (suggested). The fire elemental makes two touch attacks or one attack with its Fire Burst.
  • TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  • Touch (suggested)Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  • Fire Burst (suggested, recharge 5-6).The fire elemental create a fiery burst. All targets within 20 feet takes 21 (6d6) fire damage. A successful DC 14 Dexterity saving throw halves the damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A Fire Elemental is a living embodiment of fire, a blazing creature that takes on a vaguely humanoid shape. It is composed of flames, ash, and smoke, and it radiates intense heat and light. A Fire Elemental can move through any space as narrow as an inch without squeezing, and it can ignite anything flammable that it touches. It can also enter the space of a hostile creature and set it on fire, causing it to suffer continuous damage until the fire is extinguished. A Fire Elemental speaks Ignan, the language of fire.

Fire elementals can be conjured in any area containing a large open flame. To provide a fire elemental with an adequate shell of Prime Material flame, a fire built to house an elemental should have a diameter of at least six feet and reach a minimum of four feet into the air.

On the Prime Material plane, a fire elemental appears as a tall sheet of flame. The fire elemental will always appear to have two armlike appendages, one on each side of its body. These arms seem to flicker back into the creature’s flaming body, only to spring out from its sides seconds later.

The only facial features of a fire elemental are two large glowing patches of brilliant blue fire, which seem to function as eyes for the elemental. Like all common elementals, fire elementals rarely speak on the Prime Material plane, though their voices can be heard in the crackle and hiss of a large fire.

COMBAT

A Fire Elemental is a fearsome opponent in combat, as it can deal fire damage with its touch attacks and resist most physical attacks from nonmagical weapons. It is immune to fire and poison, and it cannot be affected by conditions that would impair its movement or senses. However, a Fire Elemental is vulnerable to cold damage, and it suffers when exposed to water. For every 5 feet it moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. A Fire Elemental can also be harmed by spells or effects that manipulate or extinguish fire, such as create or destroy water, control flames, or dispel magic.

Because they resent being conjured to this plane, fire elementals are fierce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes.

In combat, a fire elemental lashes out with one of its ever-moving limbs. Any flammable object struck by the fire elemental begins to burn.

Fire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non-flammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a fire elemental.

Also, because their natural abilities give them some built-in resistance to flame-based attacks, creatures with innate fire-using abilities take less damage from a fire elemental’s attack.

HABITAT / SOCIETY

A Fire Elemental usually dwells in places where fire is abundant or dominant, such as volcanoes, deserts, or the Elemental Plane of Fire. It is often summoned by spellcasters or cultists who seek to harness its power or use it as a weapon. A Fire Elemental is not inherently evil, but it is driven by its fiery nature and has little regard for other forms of life. It may serve a master who commands it, but it may also rebel or escape if given the chance. A Fire Elemental may sometimes ally with other fire creatures, such as salamanders, azers, or efreeti, but it has no loyalty or friendship with them.

ECOLOGY

A Fire Elemental is a force of nature that consumes and destroys everything in its path. It does not need to eat, drink, or breathe, but it constantly seeks more fuel for its flames. It may feed on wood, coal, oil, or other flammable substances, but it prefers living creatures that scream and writhe as they burn. A Fire Elemental does not reproduce or create offspring, but it may split into smaller elementals if it is damaged or divided by external forces. A Fire Elemental has no natural predators, but it may be hunted by adventurers, elemental hunters, or other enemies who seek to capture or kill it for its essence or treasure.

Fire Elemental is employed as material component to empower the following spells: