Conjured Fire Elemental

D&D 5.5e · large elemental, neutral

Challenge 5 (1800 XP)

STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)

Defense

Armor Class 13 (natural armor)
Hit Points 102 (12d10+36)
Speed 50 ft., fly 50 ft.

Proficiencies & Senses

Skills Acrobatics +6, Athletics +3, Insight +3, Perception +3, Sleight of Hand +6, Stealth +6
Languages Ignan
Darkvision 60 ft.
Passive Perception 13

Traits

Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Traits

Fire Form

The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination

The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility

For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack

The elemental makes two Touch attacks.

Touch

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Reference Text

A conjured fire elemental is a spirit of fire summoned by the Conjure Elemental spell. It appears as a living flame, roughly humanoid in shape, and obeys the summoner's commands. It is a creature of pure elemental fire, burning everything it touches.