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Fire Elemental-Kin

Elemental-kin are creatures native to the elemental planes of existence.  Although seldom as strong as the true elementals, they still possess formidable powers.

AZER

Medium Outsider (Extraplanar, Fire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class: 23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 22
Base Attack/Grapple: +2/+3
Attack: Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)
Full Attack: Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Heat
Special Qualities: Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Skills: Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump –6, Listen +6, Search +6, Spot +6
Feats: Power Attack
Environment: Elemental Plane of Fire
Organization: Solitary, pair, team (3–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard coins; double goods (nonflammables only); standard items (nonflammables only)
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +4
 

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.

COMBAT

Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.

Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.

Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

AZERS AS CHARACTERS

Azer characters possess the following racial traits.

Special Traykon Notes

These Outsiders from the Elemental Plane of Fire have made a home for themselves in the Dragon Mountains.  The Dragon Lord Jagenash summoned his first Azer centuries ago.  Since that time, the Azer have adapted well to life in the material plane.  Jagenash has struck a bargain with their clan leaders for them to serve him in exchange for quantities of gems, slaves, and aid to their brethren on their home Plane against the Efreeti.  Azer are unrelenting taskmasters who roam about the dwarven caverns exacting vengeance for transgressions and collecting the tribute due them and their master.  Sometimes, Jagenash will send some of the Azer out of the volcanic caverns to punish another dragon who has not given his proper tribute to the Lord of Dragons.  Azer encountered outside the molten halls of the Dragon Mountains are always on errands for their lord.  Often, they may employ adventurers based near the mountain range to aid them in their passage back and forth from a mission.  These adventurers will be well paid but should expect the wrath of the Jagenash should the Azer be betrayed or killed.

EFREETI

Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+20 (65 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (1d8+6 plus 1d6 fire)
Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 8
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment:

 

The efreet (singular efreeti) are genies from the Elemental Plane of Fire.

An efreeti stands about 12 feet tall and weighs about 2,000 pounds.

Efreet speak Auran, Common, Ignan, and Infernal.

Combat

Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.

Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.

HELL HOUND

  Hellhound Nessian Warhound
Medium Outsider (Evil, Extraplanar, Fire, Lawful) Large Outsider (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 4d8+4 (22 hp) 12d8+60 (114 hp)
Initiative: +5 +6
Speed: 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 24 (–1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22
Base Attack/Grapple: +4/+5 +12/+24
Attack: Bite +5 melee (1d8+1 plus 1d6 fire) Bite +20 melee (2d6+12/19–20 plus 1d8 fire)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 fire) Bite +20 melee (2d6+12/19–20 plus 1d8 fire)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Breath weapon, fiery bite Breath weapon, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves: Fort +5, Ref +5, Will +4 Fort +13, Ref +10, Will +9
Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3
Feats: Improved Initiative, Run, TrackB Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: A lawful evil-aligned plane A lawful evil plane
Organization: Solitary, pair, or pack (5–12) Solitary, pair, or pack (1–2 Nessian warhounds and 5–12 hell hounds)
Challenge Rating: 3 9
Treasure: None +2 chain shirt barding
Alignment: Always lawful evil Always lawful evil
Advancement: 5–8 HD (Medium); 9–12 HD (Large) 13–17 HD (Large); 18–24 HD (Huge)
Level Adjustment: +3 (cohort) +4 (cohort)
 

A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.

Hell hounds do not speak but understand Infernal.

COMBAT

Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing prey relentlessly.

A hell hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned

and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.

Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

NESSIAN WARHOUND

Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail.

Nessian warhounds resemble hell hounds, except as otherwise noted.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution- based.

Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

MAGMIN

  Small Elemental (Fire, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/–1
Attack: Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Full Attack: Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combustion, fiery aura
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills: Climb +4, Spot +3
Feats: Great Fortitude
Environment: Elemental Plane of Fire
Organization: Solitary, gang (2–4), or squad (6–10)
Challenge Rating: 3
Treasure: Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Alignment: Always chaotic neutral
Advancement: 3–4 HD (Small); 5–6 HD (Medium)
 

Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.

Magmins speak Ignan.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

COMBAT

Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.

A magmin’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.

Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

RAST

Medium Outsider (Extraplanar, Fire)
Hit Dice: 4d8+7 (25 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2) or bite +6 melee (1d8+3)
Full Attack: 4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing gaze, improved grab, blood drain
Special Qualities: Darkvision 60 ft., flight, immunity to fire, vulnerability to cold
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Improved Initiative, Toughness
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3–6)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment:
 

A rast has anywhere from ten to fifteen claws, though it can only use four at once.

A rast has a body about the size of a large dog’s, with a head almost as large as the body. It weighs about 200 pounds.

COMBAT

Rasts paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round.

Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold.

Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

SALAMANDER

  Flamebrother Salamander Average Salamander Noble Salamander
Small Outsider (Extraplanar, Fire) Medium Outsider (Extraplanar, Fire) Large Outsider (Extraplanar, Fire)
Hit Dice: 4d8+8 (26 hp) 9d8+18 (58 hp) 15d8+45 (112 hp)
Initiative: +1 +1 +1
Speed: 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+1 +9/+11 +15/+25
Attack: Spear +6 melee (1d6+1/x3 plus 1d6 fire) Spear +11 melee (1d8+3/x3 plus 1d6 fire) +3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)
Full Attack: Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire) Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire) +3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with tail) 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: Constrict 1d4 plus 1d6 fire, heat, improved grab Constrict 2d6+1 plus 1d6 fire, heat, improved grab Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, vulnerability to cold Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves: Fort +6, Ref +5, Will +6 Fort +8, Ref +7, Will +8 Fort +12, Ref +10, Will +11
Abilities: Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13 Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13 Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11 Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8 Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats: Alertness, Multiattack Alertness, Multiattack, Power Attack Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3–5) Solitary, pair, or cluster (3–5) Solitary, pair, or noble party (9–14)
Challenge Rating: 3 6 10
Treasure: Standard (nonflammables only) Standard (nonflammables only) Double standard (nonflammables only) and +3 longspear
Alignment: Usually evil (any) Usually evil (any) Usually evil (any)
Advancement: 4–6 HD (Small) 8–14 HD (Medium) 16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment: +4 +5
 

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.

COMBAT

If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.

Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.

Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.