Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Outsiders‎ > ‎Elementals‎ > ‎Elemental, Fire‎ > ‎

Fire Elemental, Elder

This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Elder Fire Elemental CR 11

XP 12,800
N Huge outsider (elemental, extraplanar, fire)
Init +13; Senses darkvision 60 ft.; Perception +19


AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +19, Will +7
DR 10/—, Immune elemental traits, fire
Weaknesses vulnerability to cold


Speed 60 ft.
Melee 2 slams +23 (2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d10, DC 22)


Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +26; CMD 46
Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19


Burn (Ex)

A fire elemental 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 Reflex save or catch fire, taking the listed 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 burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.