Spirit of the Essence of Flame (Fire Elemental)


Large-Size Elemental (Fire)
Hit Dice:
12d8+27 (100 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 24 (+5 Dex, +9 natural)
Attacks: Slam +14 melee; tail slam +12 melee
Damage: Slam 2d6+3 and 2d6 fire, tail slam 1d8+3 and 2d6 fire
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Burn, death throe, improved grap, constrict 1d8+3 and 2d6 fire
Special Qualities: Damage reduction 15/+2, fire subtype, fire healing
Saves: Fort +6, Ref +12, Will +2
Abilities: Str 14, Dex 21, Con 16, Int 9, Wis 11, Chr 14
Skills: Listen +12, Spot +12
Feats: Dodge, Improved Initiative, Weapon Finesse (slam)


Climate/Terrain: Any land and underground
Organization: Solitary 
Challenge Ratting: 9
Treasure: None
Alignment: Neutral
Advancement: 13-16 HD (Huge); 17-20 HD (Huge); 21-30 HD (Huge)

The Spirit of the Essence of Flame is the physical manifestation of the magical item known as the Essence of Flame

It appears as a humanoid shaped entity complete with appendages and a tail, engulfed in fire. A close observation of the Spirit will reveal that the creature has a pair of eyes in the form of two patches of flaming blue fire.

Like fire elementals, the Spirit suffers the same hindrances and cannot enter bodies of water or nonflammable liquids.

The Spirit is in essence, a sentient fire elemental that is created from the magical absorption of magical fire energies. Once physically manifested, the Spirit will randomly react to its environment.

 

Dice Roll % Reaction
01-50 Attacks any creature or object in its vicinity
51-75 Flees away from its host for 1d4 hours (then roll again)
76-80 Attacks its host
81-90 Stands confused for 2d6 minutes (then roll again)
90-95 Returns to the Elemental Plane of Fire
96-00 Obeys the commands of its host for 24 hours (then roll again)

The Essence of Flame speaks Ignan, although it will rarely choose to speak.

COMBAT
The Essence of Flame can become very vicious and aggressive when released upon the Material Plane. Much like its elemental kin, it takes great joy in burning the creatures and objects of the Material Plane to ashes.
Death Throe (Ex): On the round that a Spirit  reaches 0 or fewer hit points, his body will instantly explode in searing magical flames like a fireball. All within the area of 30 feet radius from the Spirit must make for half damage (Reflex save DC 20) or loose 10d6 points of damage.
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. Creatures hitting a fire elemental with natural weapons or unarmed attack take fire damage as though hit by the elemntal's attack, and also catches fire unless they succeed at a Reflex save.
Improved Grab (Ex):
To use this ability, the elemental must successfully score a hit a Medium-size or smalled creature with its tail slam attack. 
Constrict (Ex): When an opponent has been successfully grappled by its tail slam attack, the creature will begin to suffer from constriction. The creature automatically suffers 1d8+3 points of constriction damage and an additional 2d6 points of fire damage each round.
Fire Subtype (Ex):
Fire immunity, double damage from cold, except on a successful save.
Fire Healing (Ex): Each point of damage from magical fire heals the elemental. Points gained from fire healing may exceed the elemental's maximum hitpoints and in addition, increase the elemental into its next advancement: for every 5 hitpoints gained, the elemental gains 1 HD.

 

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