Fire Elemental — fantasy monster illustration. Fire Elemental is a large elemental (Challenge Rating 5).

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Fire Elemental

Large Elemental

AC
13
HP
110
Speed
50
CR
5

Armor Class 13

Hit Points 110

Speed 50 ft.


STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)

Damage Resistances Elemental Resilience

Damage Immunities fire,Elemental Resilience

Senses darkvision 60 ft.

Languages Ignan

Challenge 5


Traits

Elemental Nature. The fire elemental doesn't require air, food, drink, or sleep.

Elemental Resilience. The fire elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.

Fire Camouflage. The fire elemental's Stealth is 18 while in a Medium or larger fire.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the 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 must succeed on a DC 14 DEX save or take 5 (1d10) fire damage and catch fire; until a creature takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.

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

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

Actions

Multiattack. The elemental makes two Fiery Touch or Spit Fire attacks.

Fiery Touch. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+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.

Spit Fire. _Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 16 (3d8+3) fire damage.

Bonus Actions

Fiery Dash (Recharge 4-6). The elemental moves up to 20 feet in a straight line and can move through the space of any Large or smaller creature without provoking opportunity attacks. Each space along that line catches fire until the start of the elemental's next turn. A creature that enters a burning space for the first time on a turn or starts its turn there must succeed on a DC 14 DEX save or take 5 (1d10) fire damage.

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Fire Elemental — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
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