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Fire Elemental, Greater

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

Greater Fire Elemental CR 9

XP 6,400
N Huge outsider (elemental, extraplanar, fire)
Init +12; Senses darkvision 60 ft.; Perception +16


AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +16, Will +6
DR 10/—, Immune elemental traits, fire
Weaknesses vulnerability to cold


Speed 60 ft.
Melee 2 slams +19 (2d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d8, DC 20)


Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +22; CMD 41
Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Wind Stance
Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16


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.