All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


PFS StandardSolar Crow

These enormous three-legged elementals resemble crows with flaming feathers, said to shine as bright as the sun. They nest in the smoldering Forest of Mulberry Coals, living in flocks of eight to a dozen, with ten being the most common.

Recall Knowledge - Elemental (Arcana, Nature): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Solar CrowCreature 9

Large Elemental Fire 
Source Rage of Elements pg. 128 2.0
Perception +19; darkvision, smoke vision
Languages Pyric
Skills Acrobatics +20, Athletics +20, Deception +19, Nature +17, Sun Lore +16
Str +2, Dex +6, Con +2, Int +0, Wis +3, Cha +5
Smoke Vision Smoke doesn't impair a solar crow's vision; they ignore the concealed condition from smoke.
AC 28; Fort +16, Ref +20, Will +15
HP 150; Immunities bleed, fire, paralyzed, poison, sleep
Glow (aura, fire, light) 25 feet. The solar crow casts bright light in a 25-foot emanation (and dim light for the next 25 feet).Glinting Wing [reaction] (light, visual) Trigger A creature within 120 feet attempts to target the solar crow; Effect The solar crow defensively repositions a wing to shine light into the attacker's eyes. The target is dazzled for the duration of the triggering effect, granting the solar crow concealment against it.
Speed 20 feet, fly 50 feet
Melee [one-action] beak +20 [+15/+10] (finesse), Damage 2d10-2+8 piercing plus 2d6 fireMelee [one-action] talon +20 [+16/+12] (agile, finesse), Damage 1d10-2+8 slashing plus 2d6 fire plus GrabBlinding Heat [two-actions] (fire, incapacitation, light, visual) The solar crow expands its wings and unleashes blazing hot, blinding light in a 120-foot emanation. Each creature in the area takes 9d6 fire damage with a DC 27 Reflex save. The crow can't use Blinding Heat again for 1d4 rounds, and its glow aura is deactivated during this time.
Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
Burning Talons A creature grabbed by the solar crow takes 1d4 persistent fire damage. It can't recover from this damage while grabbed by the crow.Snatch A solar crow can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it.

Sidebar - Additional Lore Story of Infamy

Ancient tales from dragon-ruled Tian Xia tell of a flock of solar crows who wreaked havoc upon the Plane of Wood, driving an herb that could grant immortality to extinction before coming to terrorize Tian Xia itself. All but one of the crows were then shot down by a legendary archer.

All Monsters in "Elemental, Fire"

NameLevel
Cinder Rat3
Elemental Inferno11
Ember Fox2
Filth Fire4
Firewyrm9
Lava Otter1
Living Magma13
Living Wildfire5
Magma Scorpion8
Salamander7
Solar Crow10
Striding Fire6

Elemental, Fire

Source Bestiary pg. 148
Fire elementals are destructive manifestations of the scorching Plane of Fire.

Elemental

Related Groups Elemental, Air, Elemental, Air, Elemental, Earth, Elemental, Earth, Elemental, Fire, Elemental, Mephit, Elemental, Metal, Elemental, Scamp, Elemental, Water, Elemental, Water, Elemental, Wisp, Elemental, Wood
The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.

Sidebar - Related Creatures "Civilized" Elementals

Some elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes.

Sidebar - Additional Lore Diverse Elementals

The Elemental Planes are more than expanses of sky, rock, fire, and ocean. Clouds of fog, dust, and storms float through the Plane of Air. The Plane of Earth includes verdant groves, shining metal and crystal, and irradiated wastelands. The Plane of Fire features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the Plane of Water are pockets of ooze and brine, plus the otherworldly environs of the deep.

Sidebar - Additional Lore Elemental Alignments

More than other elementals, fire elementals tend to deviate from neutrality, and are often good, evil, or chaotic in nature. Lawful fire elementals are rare. Fire's inherently capricious nature seems to prevent these creatures from succumbing to the influence of order.

Sidebar - Additional Lore Elemental Beings

The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.

Sidebar - Related Creatures Elemental Creatures

Not all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities.

Sidebar - Additional Lore Elemental Lords

The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.

Sidebar - Locations Elemental Vortexes

Where the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms.

Sidebar - Treasure and Rewards Fire Elemental Treasure

Often, nothing remains after defeating a fire elemental but a pile of ashes and the fading smell of smoke. But sometimes, fragments of their elemental power remain behind. At the GM's discretion, a fire elemental can leave behind ashes, lumps of charcoal, or ever-smoldering cinders that are valuable components for the construction of fire-themed magic items.

Sidebar - Advice and Rules Flame and Fathom Meet

Though fire and water classically oppose one another, in the right mixture they can become a dangerous combination. Water elementals heated to a scalding temperature through natural factors such as underwater volcanoes might deal 1d6 persistent fire damage with their Strikes, while fire elementals infused with moisture might exude clouds of obscuring or even blinding steam.

Sidebar - Related Creatures Monstrous Elementals

Some elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie, the uthul, or the zaramuun have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well.

Sidebar - Related Creatures Other Elementals

When energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It’s possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange.

Sidebar - Related Creatures Primal Elementals

The most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck.