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Fire Elemental, Huge

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

Huge Fire Elemental CR 7

XP 3,200
N Huge outsider (elemental, extraplanar, fire)
Init +11; Senses darkvision 60 ft.; Perception +13


AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 size)
hp 85 (10d10+30)
Fort +10, Ref +14, Will +5
DR 5/—, Immune elemental traits, fire
Weaknesses vulnerability to cold


Speed 60 ft.
Melee 2 slams +15 (2d6+4 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d6, DC 18)


Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +16; CMD 34
Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13


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.