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Elemental, Fire

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bfrpg
Number appearingspecial
Armor class18 (m)
Move40' Fly 30'
Hit dice8*
Treasure typeNone
Damage per attack1 (1d12)
Morale10

Fire elementals are simply flames, which may appear generally humanoid for brief moments when they attack. Fire elementals take double damage when attacked by water (including water elementals). They cannot cross a body of water wider than their own diameter. They do an additional 1d8 points of damage against creatures which are cold or icy in nature.

Remember that a fire elemental is constantly burning; such a creature may easily start fires if it moves into an area containing items which burn easily, such as dry wood, paper, or oil. No specific rules are given for such fires, but the GM is directed to the rules for burning oil for an example of fire damage.

Special Abilities

Vulnerability to Water — Take double damage when attacked by water (including water elementals). Cannot cross a body of water wider than their own diameter.

Bonus vs Cold — Do an additional 1d8 points of damage against creatures which are cold or icy in nature.

Fire Hazard — Constantly burning; may easily start fires if moving into an area containing items which burn easily, such as dry wood, paper, or oil.

Source: Basic Fantasy Role-Playing Game. Attribution: Chris Gonnerman / Basic Fantasy Project. License: CC-BY-SA-4.0.

osric

osric
FrequencyVery rare
Number appearing1
Armor class2
Move120-ft
Hit dice8, 12, or 16
% in lairNil
Damage per attack3d8
Special attacksSee below
Special defensesHit only by +2 or better magic weapons
Magic resistanceStandard
IntelligenceLow
AlignmentNeutral
SizeLarge

Fire Elementals are creatures from the Elemental Plane of Fire, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they take the form of a great flickering sheet of flame, which occasionally seems to have a somewhat humanoid shape. Though they can apparently understand what is said to them, they do not usually respond in kind, their language being heard only in the dull roar of burning fire.

Special Abilities

Ignition — Although Fire Elementals themselves travel at a fairly normal speed, the same cannot be said about the fires they are capable of starting. Indeed, those unlucky enough to be struck by a fiery appendage not only suffer 3d8 points of damage, but any combustible items exposed will be set alight if they fail a saving throw against magical fire, which is subject to a -2 penalty.

Movement Restrictions — Fire Elementals may not travel across or enter non-flammable liquids; they cannot, for instance, cross broad rivers without the aid of a bridge or a similar contrivance, though they can leap narrow streams.

Reduced Damage to Fire Users — Creatures capable of innately controlling or otherwise making use of fire are somewhat resistant to the Fire Elementals, taking only 3d6 points of damage if struck by one.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.