AC 14
HP 127 (15d12 + 30; bloodied 63)
Speed 50 ft.
Proficiency +3; Maneuver DC 15
Damage Resistances damage from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities fatigue , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Fiery Aura. A creature that ends its turn within 5 feet of the fire elemental takes 5 (1d10) fire damage. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Water Weakness. The elemental takes 6 (1d12) cold damage if it enters a body of water or starts its turn in a body of water, is splashed with at least 5 gallons of water, or is hit by a water elemental’s slam attack.
Elemental Nature. An elemental doesn’t require air, sustenance, or sleep.
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 4) fire damage, and the target suffers 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
Wildfire (Recharge 4–6). The elemental moves up to half its Speed without provoking opportunity attacks . It can enter the spaces of hostile creatures but not end this movement there. When a creature shares its space with the elemental for the first time during this movement, the creature is subject to the elemental’s Fiery Aura and the elemental can make a slam attack against that creature.
Combat
The elemental uses Wildfire whenever it can move through the spaces of at least two enemies. It prioritizes enemies who are not yet on fire. Elementals retreat only if ordered to do so.
Fire Elemental Appearance
1 Humanoid warrior with bronze armor and flaming sword
2 Humanoid made of lava
3 Bird made of flame
4 Mobile bonfire
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Elementals are spirits of fire, earth, air, and water not native to this world. Spellcasters can summon elementals and bend them to their will. An uncontrolled elemental may turn on the creature that summoned it.
DC 15 Elementals are resistant to nonmagical weapons and immune to poison. Earth elementals are vulnerable to thunder. Fire elementals take damage from water. Water elementals are slowed by cold damage.
Spellcasters and other powerful beings draw upon the animating life force of the pure elements—air, earth, fire, and water—to manifest elementals. Just as our world is home to birds, beasts, trees, and flowers, the elemental planes contain shapeless spirits of energy and instinct. These inchoate entities can be exploited with magic to create compliant servants and timeless guardians.
Shaped for Service. A conjurer of sufficient skill can shape an elemental as they please, not just as creatures, but also as weapons or objects of artifice. Elemental power can create stone soldiers, forges of living flame or ships carried on their own currents, and windmills turned by an endless breeze. Elemental servants might resemble large humanoids, primal beasts, or divine avatars. The only limit is the summoner's imagination and their will to control the elemental.
Perilous Conjuration. A wild spirit of elemental force has little sense of self, content to be one with the element with which it shares an affinity. Should an elemental break free from control, it becomes an animate mass of its native element, wreaking havoc without regard for its surroundings.
1 Relaxing in a brazier
2 Setting fires
3 Standing still in a circle of ash
4 Flickering between different fiery forms; takes on the shape of whomever it is speaking to or fighting
1 Flickering firelight
2 Hot winds
3 Charred footprints
4 The air smells like woodsmoke
Elementals accompany spellcasters and guard their lairs. They’re native to the Elemental Planes.
CR 5–10 1 or 2 elementals ; elemental with 1d4 mephits ; giant elemental
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.