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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) |
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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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