Very Rare | Large | Chaotic neutral | Magical Beast
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
|Armor Class||Hit Points||Move|
(8 Hit Dice)
|walk 60 ft|
|Challenge||2.5 (750 XP per monster)|
Has 2 attacks. Hit Bonus +10. Damage Slam. 2d6 damage + Burn damage
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Dexterity DC 15 save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Dexterity DC 15 to avoid catching on fire.
A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).