A furious, red-eyed sheet of living flame that can hide in a single torch and leap from fire to fire, the greater fire elemental engulfs and roasts its enemies.
Summoning a greater fire elemental requires a large open fire at least 6 feet across. It appears as a vast, vaguely human-shaped curtain of flame with two arm-like limbs; its only visible features are blazing red eyes. It cannot speak, but it hisses and crackles like a bonfire.
The elemental cannot cross or enter water or any other liquid that will not burn. It can shrink its size and heat to hide in a tiny fire, as small as a torch flame, where normal senses cannot detect it, though detect magic reveals a magical presence in that flame. While hidden it can only move when its flame touches another, as when a torch is thrust into the campfire it occupies, and it can do nothing else but move between flames or emerge. Shifting in or out of hiding takes one round, and opponents it springs out on take -2 to surprise rolls.
No elemental resents being dragged to the Prime Material Plane more, so it fights savagely. Each hit deals 4d10, and any flammable object it strikes must save vs. magical fire at -3 or catch fire. Creatures made of flame take 1 less point per die from its attacks, minimum 1 per die, and their attacks against it are reduced the same way.
Its deadliest trick is engulfing a foe in its own body. This takes a normal attack roll and replaces its other attacks that turn, but once it holds a victim it may keep attacking normally. Each round the trapped creature saves vs. paralysis, taking 4d10 on a failure or 2d10 on a success. It can do nothing but struggle, and escape requires a Strength check at -10. Blows aimed at the elemental do not harm the victim, and if the elemental takes 25 or more damage in one round, it drops its captive to focus on its other foes.
More: Monsters starting with G · Dark Sun monsters · All monsters A-Z
Related: Aerial Servant [Air Kin] · Air Kin [Elemental] · Air/Earth Elemental · Azer [Fire Kin] · Clerical Elemental [Dark Sun] · Composite Elemental · Crysmal [Earth Kin] · Darkness Elemental · Earth Kin [Elemental] · Earth Weird [Elemental Kin] · Elemental [Ravenloft] · Elemental Overview
| Climate/Terrain | Any dry land |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Any combustible |
| Intelligence | Average (8-10) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 1 |
| Armor Class | 1 |
| Movement | 12 |
| Hit Dice | 10, 14, or 18 |
| THAC0 | 10 Hit Dice: 11 14 Hit Dice: 7 18 Hit Dice: 5 |
| No. of Attacks | 1 |
| Damage/Attack | 4-40 |
| Special Attacks | Engulf |
| Special Defenses | +3 weapon or better to hit |
| Magic Resistance | 50%/25% |
| Size | L to H (8-16' tall) |
| Morale | 10 and 14 Hit Dice: Champion (15-16) 18 Hit Dice: Fanatic (17-18) |
| XP Value | 10 Hit Dice: 6,000 14 Hit Dice: 10,000 18 Hit Dice: 14,000 |