Elemental Inferno

CREATURE 11

n huge elemental fire 

Perception +20; darkvision, smoke vision

Languages Ignan

Skills Acrobatics +21

Str +6 Dex +6 Con +5 Int +0 Wis +3 Cha +0

Smoke Vision The elemental inferno ignores the concealed condition from smoke.

AC  31; Fort +21, Ref +23, Will +19

HP 210, explosion; Immunities bleed, fire, poison, paralyzed, sleep; Weaknesses cold 15

Explosion (fire) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save).

Intense Heat (aura, fire) 10 feet, 7d6 fire, DC 28 basic Reflex.

Speed 70 feet

Melee [>] tendril +24 (reach 15 feet), Damage 2d10+12 fire plus 3d8 persistent fire

Ranged [>] fire mote +24 (range increment 60 feet), Damage 2d10+6 fire

Blue Flames When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn.

Inferno Leap [>>] (fire) The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. At any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 basic Reflex save). The elemental inferno can't Inferno Leap again for 1d4 rounds.

Elemental, Mephit Mephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.

Bestiary, page 149. Expanded in LOIL.

Open Elemental Inferno in the interactive creatures list or browse all creatures starting with E.