Greater Fire Elemental [Dark Sun]

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.

Setting: Dark Sun · Sources: MC12 Dark Sun Appendix I - Terrors of the Desert

Appearance

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.

Combat

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

Statistics

Climate/TerrainAny dry land
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietAny combustible
IntelligenceAverage (8-10)
TreasureNil
AlignmentNeutral
No. Appearing1
Armor Class1
Movement12
Hit Dice10, 14, or 18
THAC010 Hit Dice: 11
14 Hit Dice: 7
18 Hit Dice: 5
No. of Attacks1
Damage/Attack4-40
Special AttacksEngulf
Special Defenses+3 weapon or better to hit
Magic Resistance50%/25%
SizeL to H (8-16' tall)
Morale10 and 14 Hit Dice: Champion (15-16)
18 Hit Dice: Fanatic (17-18)
XP Value10 Hit Dice: 6,000
14 Hit Dice: 10,000
18 Hit Dice: 14,000