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    Elemental Fiend, Firefiend

    This elemental creature resembles a cone with three sides. Each side sports a single arm, leg, and face. In each arm, the creature carries fierce-looking weapon. Each face seems to be identical and all are twisted in terrifying grimaces and constant spout obscenities in a strange language. Each face has glowing eyes.

    Firefiend CR 5

    XP 1,600
    CE Medium outsider (chaotic, elemental, evil, extraplanar, fire)
    Init +1; Senses all-around vision, darkvision 60 ft.; Perception +15

    DEFENSE

    AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
    hp 68 (8d10+24)
    Fort +5; Ref +7; Will +6
    DR 5/—; Immune elemental traits, fire
    Weaknesses vulnerability to cold

    OFFENSE

    Speed 30 ft.,fly 30 ft. (perfect)
    Melee 3 longswords (1d8+4/19–20 plus burn)
    Ranged spit cinder +9 (1 fire plus ignite)
    Special Attacks burn, spit cinder

    STATISTICS

    Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 8
    Base Atk +8; CMB +12; CMD 23 (25 vs. trip)
    Feats Cleave, Intimidating Prowess, Power Attack, Weapon Focus (long sword)
    Skills Bluff +10, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +11; Racial Modifiers +4 Perception
    Languages Ignan
    SQ willful weapon
    Combat Gear 3 masterwork weapons

    SPECIAL ABILITIES

    All-Around Vision (Ex)

    An elemental fiend's three faces allow it to see in all directions at once. It cannot be flanked.

    Burn (Ex)

    A firefiend deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a DC 17 Reflex save or catch fire, taking 1d6 fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a firefiend with natural weapons or unarmed attacks take fire damage as though hit by the firefiend and must make a Reflex save to avoid catching on fire. The save DC is Constitution-based.

    Spit Cinder (Su)

    Once per round as a swift action, a firefiend can spit a fiery cinder to a range of 10 feet at one opponent. If struck by the cinder, the target takes 1 point of fire damage and must succeed on a DC 15 Reflex save or catch on fire.

    Willful Weapon (Su)

    A disarmed elemental fiend can will its weapon to return to its hand on its turn as a free action, as long as the weapon is within 30 ft. of the elemental fiend and is in its line of sight and line of effect. The weapon automatically returns to the elemental fiend's hand even if the weapon is being held by another creature.

    Source
    Tome of Horrors Complete
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