bfrpg
bfrpg| Number appearing | special |
|---|---|
| Armor class | 18 (m) |
| Move | 40' Fly 30' |
| Hit dice | 8* |
| Treasure type | None |
| Damage per attack | 1 (1d12) |
| Morale | 10 |
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.
osric
osric| Frequency | Very rare |
|---|---|
| Number appearing | 1 |
| Armor class | 2 |
| Move | 120-ft |
| Hit dice | 8, 12, or 16 |
| % in lair | Nil |
| Damage per attack | 3d8 |
| Special attacks | See below |
| Special defenses | Hit only by +2 or better magic weapons |
| Magic resistance | Standard |
| Intelligence | Low |
| Alignment | Neutral |
| Size | Large |
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.