03-06-2017, 01:21 PM
(This post was last modified: 06-08-2017, 11:24 PM by Fortheseen.)
Fire Elemental Family
Fire Elemental, Minor
CR 1 XP 400
N Small Outsider (elemental, extraplanar, fire)
Init +6; Senses Darkvision 60 ft.; Perception +5
AC 17, touch 14, flat-footed 14(+2 dex, +1 dodge, +3 natural, +1 size)
hp 14(2d10)
mp 2
Fort +3, Ref +5, Will +2
Immune Fire, elemental traits
Weakness Water
Speed 50 ft.
Melee Slam +5(1d4 plus burn)
Special Attacks Burn(1d4 DC 11)
Spells Known(Black Mage CL 2nd, concentration +2)
1st – Fire(DC 11)
Str 11, Dex 14, Con 11, Int 11, Wis 14, Cha 4
Base Atk +2; CMB +1; CM 13
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +6, Climb +4, Escape Artist +6, Intimidate +4, Knowledge(planes) +2, Perception +5
Languages Ignan
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental
This elemental is multiple embers floating around a red light in the center that has a fiery c-shape around the center.
CR 3 XP 800
N Medium Outsider (elemental, extraplanar, fire)
Init +8; Senses Darkvision 60 ft.; Perception +7
AC 18, touch 15, flat-footed 13(+4 dex, +1 dodge, +3 natural)
hp 33(4d10+8)
mp 7
Fort +6, Ref +8, Will +3
Immune Fire, elemental traits
Weakness Water
Speed 50 ft.
Melee Slam +8(1d6+1 plus burn)
Special Attacks Burn(1d6, DC 14)
Spells Known(Black Mage CL 4th, concentration +4)
1st – Fire(DC 11)
2nd – Fire II(DC 12)
Str 13, Dex 18, Con 15, Int 11, Wis 14, Cha 4
Base Atk +4; CMB +5; CM 19
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +9, Climb +5, Escape Artist +9, Intimidate +5, Knowledge(planes) +4, Perception +7
Languages Ignan
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Large
CR 5 XP 1600
N Large Outsider (elemental, extraplanar, fire)
Init +10; Senses Darkvision 60 ft.; Perception +13
AC 18, touch 15, flat-footed 13(+6 dex, +1 dodge, +4 natural, -1 size)
hp 78(8d10+32)
mp 28
Fort +10, Ref +12, Will +6
DR 5/-; Immune Fire, elemental traits
Weakness Water
Speed 50 ft.
Melee 2 Slams +13(1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn(1d8, DC 18)
Spells Known(Black Mage CL 8th, concentration +9)
1st – Fire(DC 12)
2nd – Fire II(DC 13)
3rd – Fira, Fire III(DC 14)
4th – Blaze Spikes
Str 15, Dex 22, Con 18, Int 12, Wis 14, Cha 4
Base Atk +8; CMB +11; CM 28
Feats Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +15, Climb +9, Escape Artist +13, Intimidate +9, Knowledge(planes) +6, Perception +13
Languages Ignan + 1 other
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Huge
CR 7 XP 3200
N Huge Outsider (elemental, extraplanar, fire)
Init +12; Senses Darkvision 60 ft.; Perception +15
AC 22, touch 17, flat-footed 13(+8 dex, +1 dodge, +5 natural, -2 size)
hp 105(10d10+50)
mp 46
Fort +12, Ref +15, Will +7
DR 5/-; Immune Fire, elemental traits
Weakness Water
Speed 60 ft.
Melee 2 Slams +16(2d6+4 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d6, DC 20)
Spells Known(Black Mage CL 10th, concentration +12)
1st – Fire(DC 13)
2nd – Fire II(DC 14)
3rd – Fira, Fire III(DC 15)
4th – Blaze Spikes
5th – Burn(DC 17), Firaga
Str 19, Dex 26, Con 20, Int 14, Wis 14, Cha 4
Base Atk +10; CMB +16; CM 35
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +17, Climb +13, Escape Artist +17, Intimidate +9, Knowledge(planes) +10, Perception +15
Languages Ignan + 2 others
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Greater
CR 9 XP 6400
N Huge Outsider (elemental, extraplanar, fire)
Init +13; Senses Darkvision 60 ft.; Perception +18
AC 24, touch 18, flat-footed 14(+9 dex, +1 dodge, +6 natural, -2 size)
hp 145(13d10+78)
mp 80
Fort +14, Ref +17, Will +8
DR 10/-; Immune Fire, elemental traits
Weakness Water
Speed 60 ft.
Melee 2 Slams +20(2d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d8, DC 22)
Spells Known(Black Mage CL 13th, concentration +16)
1st – Fire(DC 14)
2nd – Fire II(DC 15)
3rd – Fira, Fire III(DC 16)
4th – Blaze Spikes
5th – Burn(DC 18), Firaga
6th – Blaze Spikes II, Flare(DC 19)
7th – Burn II(DC 20)
Str 25, Dex 28, Con 22, Int 16, Wis 14, Cha 4
Base Atk +13; CMB +22; CM 42
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +24, Climb +20, Escape Artist +22, Intimidate +15, Knowledge(planes) +13, Perception +18
Languages Ignan + 3 others
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Elder
CR 11 XP 12,800
N Huge Outsider (elemental, extraplanar, fire)
Init +14; Senses Darkvision 60 ft.; Perception +21
AC 27, touch 19, flat-footed 16(+10 dex, +1 dodge, +8 natural, -2 size)
hp 179(16d10+96)
mp 125
Fort +16, Ref +20, Will +9
DR 10/-; Immune Fire, elemental traits
Weakness Water
Speed 60 ft.
Melee 2 Slams +24(2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d10, DC 24)
Spells Known(Black Mage CL 16th, concentration +20)
1st – Fire(DC 15)
2nd – Fire II(DC 16)
3rd – Fira, Fire III(DC 17)
4th – Blaze Spikes
5th – Burn(DC 19), Firaga
6th – Blaze Spikes II, Flare(DC 20)
7th – Burn II(DC 21)
8th – Blaze Spikes III, Flare II(DC 22)
Str 27, Dex 30, Con 22, Int 18, Wis 14, Cha 4
Base Atk +16; CMB +26; CM 47
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +29, Climb +27, Escape Artist +29, Intimidate +19, Knowledge(planes) +23, Perception +21
Languages Ignan + 4 others
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Minor
CR 1 XP 400
N Small Outsider (elemental, extraplanar, fire)
Init +6; Senses Darkvision 60 ft.; Perception +5
AC 17, touch 14, flat-footed 14(+2 dex, +1 dodge, +3 natural, +1 size)
hp 14(2d10)
mp 2
Fort +3, Ref +5, Will +2
Immune Fire, elemental traits
Weakness Water
Speed 50 ft.
Melee Slam +5(1d4 plus burn)
Special Attacks Burn(1d4 DC 11)
Spells Known(Black Mage CL 2nd, concentration +2)
1st – Fire(DC 11)
Str 11, Dex 14, Con 11, Int 11, Wis 14, Cha 4
Base Atk +2; CMB +1; CM 13
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +6, Climb +4, Escape Artist +6, Intimidate +4, Knowledge(planes) +2, Perception +5
Languages Ignan
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental
This elemental is multiple embers floating around a red light in the center that has a fiery c-shape around the center.
CR 3 XP 800
N Medium Outsider (elemental, extraplanar, fire)
Init +8; Senses Darkvision 60 ft.; Perception +7
AC 18, touch 15, flat-footed 13(+4 dex, +1 dodge, +3 natural)
hp 33(4d10+8)
mp 7
Fort +6, Ref +8, Will +3
Immune Fire, elemental traits
Weakness Water
Speed 50 ft.
Melee Slam +8(1d6+1 plus burn)
Special Attacks Burn(1d6, DC 14)
Spells Known(Black Mage CL 4th, concentration +4)
1st – Fire(DC 11)
2nd – Fire II(DC 12)
Str 13, Dex 18, Con 15, Int 11, Wis 14, Cha 4
Base Atk +4; CMB +5; CM 19
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +9, Climb +5, Escape Artist +9, Intimidate +5, Knowledge(planes) +4, Perception +7
Languages Ignan
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Large
CR 5 XP 1600
N Large Outsider (elemental, extraplanar, fire)
Init +10; Senses Darkvision 60 ft.; Perception +13
AC 18, touch 15, flat-footed 13(+6 dex, +1 dodge, +4 natural, -1 size)
hp 78(8d10+32)
mp 28
Fort +10, Ref +12, Will +6
DR 5/-; Immune Fire, elemental traits
Weakness Water
Speed 50 ft.
Melee 2 Slams +13(1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn(1d8, DC 18)
Spells Known(Black Mage CL 8th, concentration +9)
1st – Fire(DC 12)
2nd – Fire II(DC 13)
3rd – Fira, Fire III(DC 14)
4th – Blaze Spikes
Str 15, Dex 22, Con 18, Int 12, Wis 14, Cha 4
Base Atk +8; CMB +11; CM 28
Feats Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +15, Climb +9, Escape Artist +13, Intimidate +9, Knowledge(planes) +6, Perception +13
Languages Ignan + 1 other
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Huge
CR 7 XP 3200
N Huge Outsider (elemental, extraplanar, fire)
Init +12; Senses Darkvision 60 ft.; Perception +15
AC 22, touch 17, flat-footed 13(+8 dex, +1 dodge, +5 natural, -2 size)
hp 105(10d10+50)
mp 46
Fort +12, Ref +15, Will +7
DR 5/-; Immune Fire, elemental traits
Weakness Water
Speed 60 ft.
Melee 2 Slams +16(2d6+4 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d6, DC 20)
Spells Known(Black Mage CL 10th, concentration +12)
1st – Fire(DC 13)
2nd – Fire II(DC 14)
3rd – Fira, Fire III(DC 15)
4th – Blaze Spikes
5th – Burn(DC 17), Firaga
Str 19, Dex 26, Con 20, Int 14, Wis 14, Cha 4
Base Atk +10; CMB +16; CM 35
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +17, Climb +13, Escape Artist +17, Intimidate +9, Knowledge(planes) +10, Perception +15
Languages Ignan + 2 others
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Greater
CR 9 XP 6400
N Huge Outsider (elemental, extraplanar, fire)
Init +13; Senses Darkvision 60 ft.; Perception +18
AC 24, touch 18, flat-footed 14(+9 dex, +1 dodge, +6 natural, -2 size)
hp 145(13d10+78)
mp 80
Fort +14, Ref +17, Will +8
DR 10/-; Immune Fire, elemental traits
Weakness Water
Speed 60 ft.
Melee 2 Slams +20(2d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d8, DC 22)
Spells Known(Black Mage CL 13th, concentration +16)
1st – Fire(DC 14)
2nd – Fire II(DC 15)
3rd – Fira, Fire III(DC 16)
4th – Blaze Spikes
5th – Burn(DC 18), Firaga
6th – Blaze Spikes II, Flare(DC 19)
7th – Burn II(DC 20)
Str 25, Dex 28, Con 22, Int 16, Wis 14, Cha 4
Base Atk +13; CMB +22; CM 42
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +24, Climb +20, Escape Artist +22, Intimidate +15, Knowledge(planes) +13, Perception +18
Languages Ignan + 3 others
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Elder
CR 11 XP 12,800
N Huge Outsider (elemental, extraplanar, fire)
Init +14; Senses Darkvision 60 ft.; Perception +21
AC 27, touch 19, flat-footed 16(+10 dex, +1 dodge, +8 natural, -2 size)
hp 179(16d10+96)
mp 125
Fort +16, Ref +20, Will +9
DR 10/-; Immune Fire, elemental traits
Weakness Water
Speed 60 ft.
Melee 2 Slams +24(2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn(2d10, DC 24)
Spells Known(Black Mage CL 16th, concentration +20)
1st – Fire(DC 15)
2nd – Fire II(DC 16)
3rd – Fira, Fire III(DC 17)
4th – Blaze Spikes
5th – Burn(DC 19), Firaga
6th – Blaze Spikes II, Flare(DC 20)
7th – Burn II(DC 21)
8th – Blaze Spikes III, Flare II(DC 22)
Str 27, Dex 30, Con 22, Int 18, Wis 14, Cha 4
Base Atk +16; CMB +26; CM 47
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +29, Climb +27, Escape Artist +29, Intimidate +19, Knowledge(planes) +23, Perception +21
Languages Ignan + 4 others
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 though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.