Monster · CR 5 (1,800 XP) · 2024 rules

Fire Elemental

Large elemental, neutral

  • Armor Class 13 (natural armor)
  • Hit Points 93 ()
  • Speed 50 ft.
  • Initiative +3 (13)
  • Immunities fire, poison, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Primordial (Ignan)
  • Challenge 5 (1,800 XP; PB +3)

Traits

Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 () Fire damage. Creatures and flammable objects in the Emanation start Hitazard burning.

Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 () Fire damage.

Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.

Water Susceptibility. The elemental takes 3 () Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.

Actions

Multiattack. The elemental makes two Burn attacks.

Burn. Melee Attack Roll: , reach 5 ft. Hit: 10 () Fire damage. If the target is a creature or a flammable object, it starts burning.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits