Fire Primal
| Statistic | Value |
|---|---|
| Size/Type | Medium Elemental (Fire, Extraplanar) |
| Hit Dice | 5d8+5 (27 hp) |
| Initiative | +7 |
| Speed | Fly 60 ft. (perfect) (12 squares) |
| Armor Class | 13 (+3 Dex), touch 13, flat-footed 10 |
| Base Attack/Grapple | +3/+3 |
| Attack | Slam +6 melee (1d4 plus 2d6 fire) |
| Full Attack | Slam +6 melee (1d4 plus 2d6 fire) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities, intense heat, death throes |
| Special Qualities | Darkvision 120 ft., damage reduction 5/magic, brilliant form, immunities, elemental traits |
| Saves | Fort +2, Ref +9, Will +1 |
| Abilities | Str 10, Dex 16, Con 12, Int 3, Wis 10, Cha 17 |
| Skills | Listen +4, Spot +12 |
| Feats | Improved Initiative, Lightning ReflexesB, Weapon Finesse |
| Environment | Elemental Plane of Fire |
| Organization | Solitary |
| Challenge Rating | 5 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 6–11 HD (Medium); 12–18 HD (Large) |
| Level Adjustment | ― |
Description
A ball of fierce flame radiates a brilliant light, and the air about it shimmers from the intense heat. The body shifts about rapidly, never content to remain in one location for even a moment.
A fire primal is a spherical volume of intense heat and flame that incinerates anything it touches and radiates an intolerable heat. The body of the primal is white-hot and gives off a bright light. A fire primal can only survive in a very hot environment. It immediately vaporizes any water it contacts.
Fire primals are drawn to sources of powerful flame, and become ravenous when dense concentrations of fuel are available. When an area starts to cool, however, they will quickly lose interest and wander off looking for a warmer location. They are sometimes commanded by more powerful fire elemental creatures.
Most fire primals speak a simplified dialect of Ignan.
Combat
Fire primals view material objects and creatures as a source of fuel, and will ravenously consume all that they can. They will instinctively avoid water and will withdraw contact with a non-flammable mist or liquid. Due to the intense heat radiated by their body, they are not especially vulnerable to cold.
Spell-Like Abilities: At will―flaming sphere (DC 15), produce flame (DC 14). 3/day―heat metal (DC 15), scorching ray. Caster level 5th. The save DCs are Charisma-based.
Intense Heat (Ex): Merely touching or being touched by a fire primal automatically deals 2d6 fire damage. In addition, any metal being worn by the creature becomes hot to the touch, inflicting an additional 1d4 points of heat damage.
Creatures within 5 feet of a fire primal must succeed on a DC 13 Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.
Brilliant Form (Su): Any creature within 30 feet that looks directly at a fire primal is automatically dazzled for a full round. Fire elemental creatures are immune to this effect. A fire primal has concealment from those who avoid looking at it. The body of a fire primal provides illumination as bright as daylight for a radius of 60 feet.
Death Throes (Sp): When a fire primal is slain, it forms a volume of roiling, tumultuous flame that suddenly explodes in 1d3 rounds. All creatures within a 20-foot-radius spread are dealt 4d6 points of fire damage (Reflex half). The save DC is Constitution-based.
Immunities (Su): Fire primals are immune to disease, fire, turn to stone, and polymorph.
Skills: An air primal has a +8 racial bonus on Spot checks. Due to the level of illumination, it receives a -8 racial modifier to any Hide checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, fire primals also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the Hit Dice.
- The save DC of the Reflex save to avoid catching on fire is equal to 10 + ½ HD + Constitution modifier.
- 9+ HD ― Add 3/day―flame strike to spell-like abilities.
- 11+ HD ― Use the heat metal and scorching ray spell-like abilities at will.
- 12+ HD ― Damage reduction improves to 10/magic. Make 2 slam attacks per round. The fire damage increases to 2d8.
- 15+ HD ― Add 1/day―fire storm to spell-like abilities.
- 18 HD ― Add 1/day―incendiary cloud to spell-like abilities.