Elemental, Elder, Fire (CR 11)
Huge Elemental (Fire and Extraplanar)
Alignment: Usually neutral
Initiative: +13 (+9 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +28, and Spot +29
AC: 25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Hit Dice: 24d8+96 (204 hp); DR: 10/-
Fort +14, Ref +23, Will +10
Speed: 60 ft.
Space: 15 ft./15 ft.
Base Attack +18; Grapple +32
Attack: Slam +26 melee
Full Attack: 2 slams +26 melee
Damage: Slam 2d8+6 and 2d8 fire
Special Attacks/Actions: Burn
Abilities: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Special Qualities: Elemental, immunity to fire, vulnerable to cold
Feats: Alertness; Blind-fight; Combat Reflexes; Dodge; Great Fortitude; Improved Initiative; Iron Will; Mobility; Spring Attack; Weapon Finesse; Weapon Focus (slam)
Skills: Listen +28 and Spot +29
Advancement: 25-48 HD (Huge)
Climate/Terrain: Elemental Plane of Fire
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (see Catching on Fire, page 86 in the DUNGEON MASTER'S Guide). The save DC varies with the elemental's size. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Elemental: Immune to poison, sleep, paralysis, and stun. Not subject to critical hits.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.