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There is a Legacy version here.

Ember Fox

Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow. They particularly enjoy hunting elementals from the Plane of Wood.

Recall Knowledge - Elemental (Arcana, Nature): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

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

Elite Ember FoxCreature 3

Small Elemental Fire 
Source Monster Core 2 pg. 148
Perception +10; darkvision
Languages Pyric; (can't speak any language)
Skills Acrobatics +10, Athletics +7, Stealth +10
Str +1, Dex +4, Con +2, Int -2, Wis +2, Cha +1
AC 19; Fort +8, Ref +12, Will +10
HP 50; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 5
Cloak in Embers [reaction ] Trigger An adjacent ally is targeted by an effect that deals fire damage; Effect The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.
Speed 30 feet
Melee [one-action] jaws +12 [+8/+4] (agile, finesse), Damage 1d4+2+3 piercing plus 1d4+2 persistent fire

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 Monster Core pg. 144 1.1
Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.

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 - Additional Lore Diverse Elementals

The Elemental Planes are more than expanses of sky, rock, metal fire, wood, 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 Temperaments

More than other elementals, fire elementals tend to hold more extreme views. However, they do tend away from stagnation and often seek change in one form or another. Fire’s inherently capricious nature seems to prevent these creatures from submitting to authority, but the right leaders can direct their often destructive nature by appealing to it.

Sidebar - Related Creatures Elemental Wyrms

The icewyrm is the most widely encountered elemental wyrm, but others exist as well, including the blazing firewyrm, the sleek but somewhat smaller sparkwyrm, and the largest of them all, the immense and acidic sludgewyrm.

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.

Shelyn's Corner

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