Fire Elementals
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set 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). Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental’s body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.
Fire Elemental Size | Height | Weight |
---|---|---|
Small | 4 ft. | 1 lb. |
Medium | 8 ft. | 2 lbs. |
Large | 16 ft. | 4 lbs. |
Huge | 32 ft. | 8 lbs. |
Greater | 36 ft. | 10 lbs. |
Elder | 40 ft. | 12 lbs. |
N Small (, , fire)
N Medium (, , fire)
N Large (, , fire)
N Huge (, , fire)
N Huge (, , fire)
N Huge (, , fire)
Magma Elementals
This rocky monster glows with an internal heat. Red light spills from its eyes and mouth, as well as fractures in its outer surface.
In the border areas between the Plane of Earth and Plane of Fire, volcanoes and continent-sized lava flows are commonplace. Elementals in this area tend to have aspects of both planes, and the typical sort is the magma elemental, an earth elemental with a core of liquid fire. Magma elementals generally have a somewhat feral or bestial appearance.
Magma Elemental Size | Height | Weight |
---|---|---|
Small | 4 ft. | 80 lbs. |
Medium | 8 ft. | 750 lbs. |
Large | 16 ft. | 6,000 lbs. |
Huge | 32 ft. | 48,000 lbs. |
Greater | 36 ft. | 54,000 lbs. |
Elder | 40 ft. | 60,000 lbs. |
N Small (earth, , , fire)
N Medium (earth, , , fire)
N Large (earth, , , fire)
N Huge (earth, , , fire)
N Huge (earth, , , fire)
N Huge (earth, , , fire)
Azer
Heat ripples the air near this squat, brass-skinned humanoid. Its head and shoulders blaze with a mane of fire.
A proud and hardworking race from the Plane of Fire, azers toil in their bronze and brass fortresses, always ready for their long, simmering war against the efreet. Azers live in a society where every member knows his place. Born into a particular duty, usually the trade of his father or mother, an azer continues this task his entire life. A caste system further keeps azer society in line. Nobles, ruling without question, wear decorated brass kilts as their symbol of caste, while merchants and business proprietors wear stout bronze. Copper kilts designate the working class, made up of servants, artisans, and laborers. Able to channel heat through metal weapons and tools, azers almost never use nonmetallic weapons, and usually engage in close melee rather than using ranged attacks. Azers frequently take prisoners, bringing them back to their fortresses and forcing them to labor for a year and a day. The legendary City of Brass boasts an azer population over half a million strong. Most of these unfortunate azers live a life of servitude to their efreet masters. Azers subjected to this slavery still perform their duties without question, preferring to wait out their contracts or hoping their masters die or get overthrown. A dedication to order burns strong in this race, to the extent that some enslaved azers act as taskmasters over their own kin. Beyond the City of Brass, azers are free to live their own lives, often in other planar metropolises crafting goods, selling wares, and running taverns. Azers look strikingly similar to one another to the unfamiliar eye. They are 4 feet tall, but weigh 200 pounds.
LN Medium (, fire)
Init +1; Senses 60 ft.; Perception +6
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
hp 15 (2d10+4)
Fort +5, Ref +1, Will +4
fire; 13
Weaknesses to cold
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee mwk warhammer +4 (1d8+1/×3 plus 1d6 fire)
Ranged light hammer +3 (1d4+1 plus 1d6 fire)
Special Attacks (1d6 fire)
STATISTICS
Str 13, Dex 12, Con 15, Int 12, Wis 12, Cha 9
Base Atk +2; +3; CMD 14
Feats Power Attack
Skills Acrobatics +0, Appraise +6, Climb +3, Craft (any two) +6, Knowledge (nobility) +6, Perception +6
Languages Common, Ignan
ECOLOGY
Environment any land (Plane of Fire)
Organization solitary, pair, team (3–6), squad (11–20 plus 2 sergeants of 3rd level and 1 leader of 3rd–6th level), or clan (30–100 plus 50% noncombatants plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, and 3 captains of 7th level)
Treasure standard (masterwork scale mail, masterwork warhammer, light hammer, other treasure)
Fire Wysp
This sphere pulsates with a fiery energy and emits an impulsive hum. Its vibrant glow and restless movements mirror a blazing inferno.
Wysps are five races of tiny elemental beings. Aether wysps were the first wysps, born of the same convergence between ethereal and elemental that spawned the aether element. For a time, the first wysps roamed the Ethereal and Elemental Planes freely in symphonies led by exuberant wysp conductors, playing out the otherworldly music of their resonances, but soon the elemental lords discovered the value of wysps as minions, and bred them into new races to support their forces in battle. Today, most wysps do their best to support allies, even giving their lives for their masters. Free symphonies of wysps still exist on their home planes and the Material Plane, though the enslavement of their kind has made them shy. Even in the harshest servitude, wysps retain their curious nature and intelligence. When free to act as they please, they are playful and carefree, with mild differences in personality between the elements. Fire wysps are impetuous and full of bluster. Wysps happily offer their services to kind allies, though generally only elementally attuned creatures, kineticists, and spellcasters who summon elementals can make much use of a wysp’s assistance. A 7th-level spellcaster who has the Improved Familiar feat can gain a wysp as a familiar.
WYSP CONDUCTOR
These free-spirited leaders of wysp symphonies often have either the advanced simple template (with ranks in Perform) or levels in bard. Their resonance doesn’t stack with inspire courage, so wysp conductors often take archetypes that trade out inspire courage or grant elemental-themed powers. A few wysp conductors have class levels in kineticist, elemental bloodline sorcerer, or other elemental-themed classes.
N Tiny (, fire)
Init +6; Senses 60 ft.; Perception +7
Aura resonance (30 ft.)
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +2
, fire
Weaknesses to cold
OFFENSE
Speed 60 ft., 20 ft. (poor)
Melee 2 tendrils +9 (1d3+2 plus burn)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks (1d6 fire, DC 14)
STATISTICS
Str 10, Dex 15, Con 12, Int 10, Wis 13, Cha 13
Base Atk +3; +3; CMD 13 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Bluff +7, Intimidate +7, Knowledge (planes) +6, Perception +7, Sense Motive +7, Stealth +16
Languages Ignan
SQ living battery, servitor
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, cloud (3–8), symphony (10–40 plus 1 wysp conductor), or retinue (1–6 plus a powerful elemental creature)
Treasure none
SPECIAL ABILITIES
Living Battery (Ex) As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.
Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.
Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.
Thoqqua
This creature’s thick, serpentine body is protected by dense, horny plates. A visible haze of heat rises from its red-hot scales.
Thoqquas are cantankerous creatures of fire and slag. Their bodies generate incredible heat that allows them to burrow or melt through most surfaces, even solid rock. Thoqquas are native to the vast ash deserts and lava fields where the Plane of Fire abuts the Plane of Earth. There they consume ore and minerals, which their furnace-like bodies then smelt into armor plates that grant the creatures their natural armor—as outsiders, these creatures have no need to eat to survive, but a “starving” thoqqua generally has a lower natural armor bonus than a healthy one. A thoqqua’s frontmost body segment tapers into a straight, horn-like beak that glows with a blistering heat. Steam and smoke constantly hiss from its joints, and from a distance a thoqqua can be mistaken for a strange metallic construct. Adult thoqquas are 5 feet long and weigh 200 pounds. Their fiery tempers make thoqquas dangerous to approach—they attack without thinking when startled or frustrated. If a thoqqua does not immediately chase away humanoids within its territory, then it gradually comes to view that settlement as property, and even guards it. Mephits seem to understand the thoqqua thought process, and occasionally broker deals with the simple-minded worms. The mephits say that the mountain-sized ancestors of modern thoqquas were servants of the elemental lords, and dug the first volcanoes in the young worlds of the Material Plane. These progenitor worms then retired to the worlds’ cores, where their heat warms the planets even today. Thoqquas on the Material Plane do indeed congregate around volcanoes—though whether this is to protect a mineral-rich food site or a sacred place is unknown.
N Medium (earth, , , fire)
Init +1; Senses 60 ft., 60 ft.; Perception +10
Aura molten body
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
fire,
Weaknesses to cold
OFFENSE
Speed 30 ft., 20 ft.
Melee slam +4 (1d6+1 plus burn)
Special Attacks (1d6, DC 13)
STATISTICS
Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10
Base Atk +3; +4; CMD 15 (can’t be tripped)
Feats Nimble Moves, Skill Focus (Perception)
Skills Acrobatics +7, Perception +10, Stealth +7, Survival +7
Languages Ignan (cannot speak)
ECOLOGY
Environment any land (Plane of Fire)
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Molten Body (Su) A thoqqua’s body is hot enough to melt stone. Anyone striking a thoqqua with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a thoqqua or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a thoqqua with a manufactured weapon can attempt a DC 13 Reflex save to pull the weapon away from the creature’s molten body quickly enough to avoid having the weapon take 1d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 5 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a thoqqua without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.
Fire Mephit
This small humanoid creature has wings that flicker like burning parchment. Beneath its pointed horns its eyes smolder with fury.
Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Fire mephits are commonly found on the Plane of Fire. They are vengeful and quick to anger.
N Small (fire)
Init +6; Senses 60 ft.; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); 2 (only in contact with fire)
Fort +2, Ref +5, Will +3
5/magic; fire
OFFENSE
Speed 30 ft., 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks (15-foot cone of flames, 1d8 fire damage, Reflex DC 13 for half)
(CL 6th; concentration +8)
1/hour—scorching ray
1/day—heat metal (DC 14), (level 2, 1 mephit of the same type 25%)
STATISTICS
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Ignan
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
Magma Mephit
This small molten-bodied creature has rocky skin that appears on the verge of melting. Its wings pulse with waves of heat.
Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Magma mephits are commonly found on the Plane of Fire. These mephits are dim-witted brutes.
N Small (fire)
Init +6; Senses 60 ft.; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); 2 (only in contact with lava/magma)
Fort +2, Ref +5, Will +3
5/magic; fire
OFFENSE
Speed 30 ft., 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks (15-foot cone of flames, 1d8 fire damage, Reflex DC 13 for half)
(CL 6th; concentration +8)
1/day—pyrotechnics , (level 2, 1 mephit of the same type 25%)
STATISTICS
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Ignan
SQ magma form
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
Magma Form (Su) Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.
Magmin
Built of fire and magma, this short humanoid radiates intense heat that causes the air around it to shimmer.
While magmins populate the Plane of Fire, they sometimes slip through elemental rifts into the Material Plane. These rifts usually occur in places of searing heat, such as volcanoes or underground rivers of magma, or in places of strong, unpredictable magic. The latter scenario usually results in more problematic entrances, as magmins tend to accidently set fire to any nearby flammable objects. Though not courageous, these small outsiders still make formidable foes against any creature without resistance to their intense heat. Their touch incinerates clothing, and creatures that strike their bodies with steel run the risk of reducing their weapons to slag. Magmins’ best defense in their homes on the Plane of Fire is in their sheer numbers. Their settlements, dotted with magma pools and leaping geysers of molten rock, teem with staggering numbers of the creatures. Magmins are paranoid and untrusting. Always fearful of the larger denizens of the Plane of Fire, magmins harangue any interlopers with dozens of questions, asking where they are going, where they came from, and what they are doing near the magmins’ precious magma pools. If travelers’ answers are unsatisfactory, the magmins try to shuffle the creatures off as quickly as possible. Those who refuse to leave risk being thrown into a pool of liquid rock. Magmins take great pride in the cultivation of their magma pools. Each magma pool has a different purpose, such as bathing, cooking meals, or relaxation. Magmins add minerals and salts to these pools to properly season them for their intended uses. Cooking pools (sometimes called “murder pools” by strangers) burn hotter than most others, and relaxation pools are generally darker than bathing pools. Upon reaching adulthood, magmins stand 4 feet tall, their dense compositions giving them a weight of 300 pounds.
CN Small (, , fire)
Init +0; Senses 60 ft.; Perception +7
Aura searing aura (20 ft., DC 14)
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +3
5/magic; , fire
Weaknesses to cold
OFFENSE
Speed 30 ft.
Melee touch +7 (1 fire plus burn) or slam +7 (1d6+3 plus 1 fire and burn)
Special Attacks (1d6, DC 14)
STATISTICS
Str 15, Dex 11, Con 15, Int 8, Wis 10, Cha 10
Base Atk +4; +5; CMD 15
Feats Iron Will, Power Attack
Skills Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth +11
Languages Ignan
SQ heated flesh
ECOLOGY
Environment any land (Plane of Fire)
Organization solitary or gang (2–8)
Treasure standard
SPECIAL ABILITIES
Heated Flesh (Ex) Any metal weapon striking a magmin must succeed at a DC 14 Fortitude save or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.
Searing Aura (Ex) A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.
Steam Mephit
Wisps of vapor trail from this small horned creature with an overconfident grin. Its wings seem to be made from billowing steam.
Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Steam mephits are commonly found on the Plane of Fire. These mephits are overconfident and brash.
N Small (fire)
Init +6; Senses 60 ft.; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); 2 (only in boiling water or steam)
Fort +2, Ref +5, Will +3
5/magic; fire
OFFENSE
Speed 30 ft., 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks (15-foot cone of steam, 1d4 fire damage and sicken living creatures for 3 rounds, Reflex DC 13 for half damage and negate sicken)
(CL 6th; concentration +8)
1/hour—blur
1/day— (level 2, 1 mephit of the same type 25%)
STATISTICS
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Ignan
SQ boiling rain
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Boiling Rain (Su) Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell.
Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
Rast
This bulbous creature consists of many tangled legs, a bulging body of puffed flesh, and a mouth filled with sharp fangs.
Hailing from the barren wastes of the Plane of Fire, the rast is as dangerous as it is bizarre. Its body is a single tumorous sack that bulges with hidden organs and veins and bears no sensory apparatus beyond two miniscule eyes almost lost in the folds and wattles of its flesh. Instead, its defining feature is a mouth of flesh-ripping teeth and a wriggling mass of tangled legs. The exact number of legs on a particular rast is seemingly a random trait. Strangely, these tangled limbs do not support the creature, but rather hang twitching and waving beneath it as the rast floats through the air with an easy grace, only reaching out to manipulate objects or—more often—to slash at its prey. Though rasts do not appear to have any spoken language, they display a degree of intelligence that places them above mere animals, and use this innate cunning to aid in their hunts. As prey is scarce in the barren, ashy deserts of the Plane of Fire where they make their home, rasts prefer to hunt in packs, swarming through the skies like schools of fish, their movements precise and coordinated despite their thrashing limbs. When they come across a likely target, they descend en masse, paralyzing those foes susceptible to their gaze and then abandoning them temporarily to focus on any opponents that remain mobile and dangerous, slashing with their claws and latching on with thick-lipped mouths to suck their victims’ blood and viscera. Though each rast has roughly a dozen limbs, it can only control up to four at any given time, leaving the others to dangle uselessly. Rasts make their homes in small ashen burrows, no more than holes scooped out by the thrashing of their claws, and bear their squirming young live. An adult rast is the size of a human and weighs 200 pounds. Rasts tend to be red, yellow, or purple, with darker coloration on their legs and heads, the better to blend in with the fiery plains of their homeland. Though most other intelligent species on the Plane of Fire are powerful enough (or wise enough) to avoid direct conflict with a rast pack, a cluster that stumbles through a portal to the Material Plane (or perhaps more tragically, is summoned to the Material Plane by a foolish spellcaster) can prove disastrous for the local ecosystem, consuming everything in its path with seemingly no limit to its repulsive hunger.
N Medium (, fire)
Init +5; Senses 60 ft.; Perception +10
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 51 (6d10+18)
Fort +8, Ref +6, Will +3
fire
Weaknesses to cold
OFFENSE
Speed 5 ft., 60 ft. (good)
Melee bite +8 (1d6+2 plus ), 4 claws +9 (1d4+2)
Special Attacks (1d2 Constitution), paralyzing
STATISTICS
Str 14, Dex 12, Con 17, Int 3, Wis 13, Cha 12
Base Atk +6; +8 (+12 grapple); CMD 19 (can’t be tripped)
Feats Flyby Attack, Improved Initiative, Weapon Focus (claw)
Skills Fly +5, Perception +10, Stealth +10
Languages Ignan (cannot speak)
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, cluster (3–6), or pack (7–15)
Treasure none
SPECIAL ABILITIES
Paralyzing Gaze (Su) Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based.
Salamander
This snake-bodied humanoid hisses with anger. Spines of crackling flame dance along the creature’s blackened, fiery-red scales.
Salamanders are native to the Plane of Fire, where their legions of fierce warriors are much feared by the other inhabitants of the plane. Because some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess, the salamanders hate the efreet and other inhabitants with a passion. Though their lairs typically hover in temperatures of 500 degrees for more, salamanders can tolerate lower temperatures. They generally do so only when forced, and are even surlier and more short-tempered than normal in such environments. Although they hail from the Plane of Fire, the salamander race identifies more with the Abyss, and they hold demons (particularly those associated with fire, like balors and certain fire-themed demon lords) in great esteem. It’s not unusual to encounter large groups of salamanders in the Abyss as a result. Salamanders are often conjured to the Material Plane to serve as guardians or, more commonly, to craft weapons, armor, and other metalwork, for their skill in these areas is legendary. Salamanders also infest areas of the Material Plane where the boundaries between this world and the Plane of Fire have worn thin, such as in and near volcanoes. Because their habitat is so extreme, salamanders only save treasure that can withstand high temperatures, such as swords, armor, jewels, rods, and other items made from high-melting-point metals. Salamander society is a cruel one based on power and the ability to subjugate those beneath oneself. Beings beneath a salamander that cause it discomfort are dealt a slow and painful death.
CE Medium (, fire)
Init +1; Senses 60 ft.; Perception +16
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 76 (8d10+32)
Fort +10, Ref +7, Will +6
10/magic; fire
Weaknesses to cold
OFFENSE
Speed 20 ft.
Melee spear +11/+6 (1d8+4/×3 plus 1d6 fire), tail slap +6 (2d6+1 plus 1d6 fire and )
Space 5 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks (2d6+4 plus 1d6 fire),
STATISTICS
Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; +11 (+15 grapple); CMD 22 (can't be tripped)
Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)
Skills Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13, Stealth +12
Racial Modifiers +4 Craft (armorsmithing, blacksmithing, and weaponsmithing)
Languages Common, Ignan
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, or cluster (3–5)
Treasure standard (spear, other nonflammable treasure)
SPECIAL ABILITIES
Heat (Ex) A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander’s metallic weapons also conduct this heat.
Fire Veela
Glowing with an internal inferno, this humanoid's skin flickers between ember and flame like the mesmerizing dance of fire upon kindling.
Image by Scott Weir
Capricious yet alluring, veelas are elemental spirits given shape. On the Elemental Planes, veelas revel in the unbridled energy of the elements from which they draw power. On the other planes, however, they lose some measure of the elemental energy saturating their forms. To compensate for this, they can siphon vitality from other living beings by engaging them in their ancient dances. Veelas typically do this with a creature’s permission, leaving partners exhilarated but exhausted. Only in the most dire circumstances does a veela use its dance as a weapon. Those few who can match these elemental spirits’ movements might earn a veela’s respect and compel it to share some of its beneficial magical powers. A veela typically stands just under 6 feet tall and weighs approximately 140 pounds.
N Medium (, fire)
Init +3; Senses 60 ft.; Perception +12
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
10/magic; fire; 18
Weaknesses to cold
OFFENSE
Speed 60 ft.
Melee mwk dagger +13/+8 (1d4+5/19–20 plus 2d6 fire), mwk dagger +13/+8 (1d4+5/19–20 plus 2d6 fire) or 2 slams +14 (1d4+5 plus 2d6 fire)
Special Attacks beckoning dance, elemental veil
(CL 9th; concentration +14)
At will—resist energy (fire only), scorching ray
3/day—cure serious wounds, suggestion (DC 18)
1/day—dispel magic, fire snake (DC 20)
STATISTICS
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge (any one) +14, Perception +12, Perform (dance) +21, Sense Motive +12, Stealth +15
Racial Modifiers +4 Perform (dance)
Languages Common, Ignan
ECOLOGY
Environment any warm land (Plane of Fire)
Organization solitary, pair, or troupe (3–6)
Treasure standard (2 mwk daggers)
SPECIAL ABILITIES
Beckoning Dance (Su) As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC 21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target’s turns, she must attempt a Perform (dance) check opposed by the veela’s Perform (dance) check. If the target doesn’t meet or exceed the veela’s result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell (DC 18). Any target of a veela’s beckoning dance that exceeds the veela’s result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela’s cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela’s daily uses. Targets that save against a veela’s beckoning dance can’t be affected by that veela’s beckoning dance again for 24 hours. The save DC is Charisma-based.
Elemental Veil (Su) A veela’s link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of damage on any successful melee attack. This is electricity damage for an air veela, bludgeoning damage for an earth veela, fire damage for a fire veela, and cold damage for a water veela. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (caster level 9th) but deals damage of the same damage type as the extra melee damage. Ending or resuming this effect is a standard action.
Efreeti
This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.
The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds. Efreet have few allies among geniekind. They certainly hate djinn, and attack them on sight. They hold an equally strong enmity for marids, and view the jann as frail and weak. Efreet often work closely with shaitans, yet even then alliances are temporary at best. A small percentage of efreet are noble.
Noble efreet, often called maliks, have 13 Hit Dice and gain the following spell-like abilities:
3/day—fireball, heat metal;
1/day—greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage). A noble efreeti’s caster level for its spell-like abilities is 15th. Noble efreet are CR 10.
LE Large (, fire)
Init +7; Senses 60 ft., detect magic; Perception +15
DEFENSE
AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, –1 size)
hp 95 (10d10+40)
Fort +7, Ref +10, Will +9
fire
Weaknesses to cold
OFFENSE
Speed 20 ft., 40 ft. (perfect)
Melee 2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks change size,
(CL 11th)
Constant—detect magic
At will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray
3/day—invisibility, quickened scorching ray, wall of fire (DC 16)
1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 18)
STATISTICS
Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15
Base Atk +10; +17; CMD 31
Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (scorching ray)
Skills Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, Intimidate +15, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8
Languages Auran, Aquan, Common, Ignan, Terran; 100 ft.
SQ (humanoid or giant, alter self or giant form I)
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (mwk falchion, other gear)
SPECIAL ABILITIES
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 body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Fire Whale
Waves of searing heat ripple from the stony, gem-encrusted hide of this enormous whalelike beast.
Fire whales are titanic beasts native to the Elemental Plane of Fire, but their natural ability to traverse the planes means they are seen across all the Elemental Planes and Material Plane. They travel in great pods, singing and feeding off whatever bits of metal and mineral catch their eyes, which their inner foundries refine into a glorious array of gems. The vast bounty of wealth their bellies contain has enticed the efreet to hunt fire whales for untold ages, and the enormous creatures return that antagonism by aggressively attacking genies of all types on sight. Though most at home in the searing heat of their native plane, fire whales can survive and even flourish on other planes. On the Material Plane, fire whales splash in the molten hearts of volcanoes, skim through the clouds, or cavort through deep ocean trenches as the whim strikes them. Their inner fires boil water, protecting them from the freezing cold of the ocean depths. The heat of their bodies even melts stone, allowing them to burrow through rock after a fashion.
N Colossal ()
Init +6; Senses 60 ft., 60 ft., ; Perception +16
DEFENSE
AC 31, touch 4, flat-footed 29 (+2 Dex, +27 natural, –8 size)
hp 250 (20d10+140)
Fort +19, Ref +14, Will +16
Defensive Abilities flaming body; 15/adamantine and piercing; fire, paralysis, poison, sleep; cold 15
Weaknesses to sonic
OFFENSE
Speed 20 ft., 20 ft. (clumsy), 60 ft.
Melee bite +30 (4d10+18/19–20 plus 2d6 fire), tail slap +25 (6d6+9 plus 2d6 fire)
Space 30 ft.; Reach 30 ft.
Special Attacks , magma spray
(CL 20th; concentration +21)
1/day—plane shift (Elemental Planes or Material Plane only)
STATISTICS
Str 46, Dex 14, Con 25, Int 6, Wis 27, Cha 13
Base Atk +20; +46 (+48 bull rush); CMD 58 (60 vs. bull rush)
Feats Awesome Blow, Critical Focus, Diehard, Endurance, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Staggering Critical
Skills Fly –1, Perception +16, Perform (sing) +6, Swim +26
Languages Aquan, Auran, Ignan, Terran (cannot speak)
SQ elemental heart,
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, or pod (3–8)
Treasure standard (gems only)
SPECIAL ABILITIES
Elemental Heart (Su) A fire whale is empowered by a heart of pure elemental fire, granting it several elemental-like traits. A fire whale does not need to breathe, eat, or sleep, and it is immune to paralysis, poison, and sleep effects.
Flaming Body (Su) A fire whale’s molten-hot flesh generates incredible heat. Anyone striking a fire whale with a natural weapon or unarmed strike takes 2d6 points of fire damage. A creature that grapples a fire whale or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Magma Spray (Ex) Once every 1d4 rounds as a standard action, a fire whale can spew a burst of magma and scalding ash from its blowhole in either a 90-foot cone or a 30-foot radius around the fire whale. This blast of magma and ash deals 9d6 points of fire damage and 9d6 points of bludgeoning damage (Reflex DC 27 half). Rubble and debris from this blast transform the terrain in the affected area into difficult terrain for 1 minute. The save DC is Constitution-based.