Fire Elementals

Living Flame and Destruction

Fire Elementals are the living manifestation of elemental energy bleeding into the mortal realms. These towering columns of hungry flame and roiling smoke burn with such intensity that the very air around them shimmers and warps. Within their crackling forms, embers dance like malevolent eyes, and tongues of fire lick outward with predatory hunger.

These primordial spirits embody fire's dual nature as both passionate creator and destroyer. They can kindle a dying campfire with gentle warmth or reduce entire buildings to ash and cinder in moments of fury. Their flames burn with supernatural precision, consuming what they choose while leaving untouched treasures mere inches away.

A destructive Fire Elemental for 5E

Fire Elemental Lore

  • A fire elemental "slain" by mundane means simply disperses, only to reform days later from the very flames that first gave it life
  • Cruel words spoken in anger near an open flame can awaken a fire elemental's consciousness causing it to burn with eternal resentment
  • The deepest caverns beneath active volcanoes serve as nurseries where young fire elementals learn to master their destructive gifts from their blazing elders
  • Ancient forges blessed by dragon breath can birth fire elementals of unusual cunning

Fire Elemental Tactics

Fire elementals surge forward in blazing charges, surrounding themselves with walls of flame that force enemies into kill zones while they unleash torrents of superheated destruction.

Living Flames: Fire elementals possess various flame-based defensive abilities that make them dangerous to approach. They may activate Superheated to burn nearby enemies, use Fire Form to become incorporeal and slip past defenses, or manifest Smoke Form to obscure vision while creating zones of ongoing damage with Raging Flames.

Burning Grasp: More powerful fire elementals enhance their attacks with flame-based techniques, using Fiery Smite to turn simple strikes into devastating fire attacks, Burning Attack to leave enemies aflame, or Blinding Attack to sear their foes' vision.

Fiery Explosions: Elite fire elementals command area-effect flame attacks, hurling Elemental Fireball or creating devastating Fiery Burst attacks to decimate groups of enemies. Some can even use Fiery Teleportation to appear in a burst of fire, or unleash Inferno Breath and Fire Breath to incinerate everything in their path.

Universal Weakness: All fire elementals share a critical vulnerability through Water Vulnerability - creative parties who make use of water sources can dramatically weaken their flame-based abilities.

Fire Elemental Statblocks

Fire Elemental Sparkling

This diminutive flame spirit serves as an ideal low-level encounter for parties seeking their first taste of elemental combat.

Fire Elemental Sparkling

Summoned with Foe Foundry

Small Elemental (Fire, Elemental)

AC 13 Initiative +2 (12)

HP 22 (5d6 + 5)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 6 -2 -2
Wis 10 +0 +0
Cha 7 -2 -2

Vulnerabilities Cold

Resistances Piercing, Slashing

Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 10

Languages Ignan

CR 1/2 (100 XP; PB +2)

Traits

Fire Affinity. The elemental gains immunity to fire damage. It gains advantage on its attacks while it is in an environment where sources of fire damage are prevalant.

Water Vulnerability. When the elemental takes cold damage or is partially submerged in water, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to cold damage and has resistance to piercing and slashing damage.

Actions

Spark. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage and 3 (1d6) fire damage.

Reactions

Smoke Form (1/day). After being hit by an attack, the elemental turns into smoke and gains resistance to all damage until the start of its next turn. Each creature within 10 feet must make a DC 12 Constitution saving throw or be Blinded until the end of its next turn.

Summon your own Fire Elemental Sparkling

Fire Elemental

The classic fire elemental offers a balanced challenge with devastating flame attacks and tactical versatility for mid-tier encounters.

Fire Elemental

Summoned with Foe Foundry

Large Elemental (Fire, Elemental)

AC 14 Initiative +4 (14)

HP 82 (11d10 + 22)

Speed 50 ft.

Mod Save
Str 12 +1 +1
Dex 18 +4 +4
Con 14 +2 +2
Mod Save
Int 8 -1 -1
Wis 12 +1 +1
Cha 9 -1 -1

Vulnerabilities Cold

Resistances Piercing, Slashing

Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Ignan

CR 5 (1,800 XP; PB +2)

Traits

Fire Affinity. The elemental gains immunity to fire damage. It gains advantage on its attacks while it is in an environment where sources of fire damage are prevalant.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature that touches the elemental or hits it with a melee attack while within 5 feet takes 4 (1d8) fire damage. For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Water Vulnerability. When the elemental takes cold damage or is partially submerged in water, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to cold damage and has resistance to piercing and slashing damage.

Actions

Multiattack. The elemental makes two Fiery Touch attacks.

Fiery Touch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 10 (3d6) fire damage. On a hit, the target gains Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.

Summon your own Fire Elemental

Fire Elemental Blazer

This powerful inferno incarnate brings high-level fire elemental combat with explosive area attacks and advanced flame manipulation.

Fire Elemental Blazer

Summoned with Foe Foundry

Huge Elemental (Fire, Elemental)

AC 16 Initiative +6 (16)

HP 157 (15d12 + 60)

Speed 60 ft.

Mod Save
Str 12 +1 +1
Dex 22 +6 +6
Con 18 +4 +4
Mod Save
Int 8 -1 -1
Wis 12 +1 +1
Cha 9 -1 -1

Vulnerabilities Cold

Resistances Piercing, Slashing

Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 120 ft., Passive Perception 11

Languages Ignan

CR 12 (8,400 XP; PB +4)

Traits

Fire Affinity. The elemental gains immunity to fire damage. It gains advantage on its attacks while it is in an environment where sources of fire damage are prevalant.

Water Vulnerability. When the elemental takes cold damage or is partially submerged in water, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to cold damage and has resistance to piercing and slashing damage.

Actions

Multiattack. The elemental makes three Infernal Strike attacks. It may replace two attacks with a use of its Raging Flames.

Infernal Strike. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 20 (4d6 + 6) bludgeoning damage and 10 (3d6) fire damage. On a hit, the target must make a DC 18 Constitution saving throw or be Blinded until the end of its next turn.

Inferno Breath (1/day). The elemental breathes fire in a 60 ft cone. Each creature in the area must make a DC 18 Dexterity save. On a failure, the creature takes 66 (12d10) fire damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [33 (6d10) fire]. A burning creature suffers 33 (6d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.

Raging Flames (Recharge 5-6). The elemental creates a Medium Raging Flames Token (AC/DC 15, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Raging Flames takes 22 (4d10) fire damage.

Summon your own Fire Elemental Blazer

Fire Elemental Encounters

Ready-to-use fire elemental encounters that bring blazing challenges to your D&D campaigns across all experience levels.

  • A Fire Elemental Sparkling has taken an interest in the party and now resides in the party's campfire each night.
  • A merchant has acquired a valuable but cursed ever-burning elemental lamp. Each night, more and more Fire Elemental Sparkling burst forth from the lamp and cause havoc. The merchant hires the PCs to deal with the problem before it becomes overwhelming.
  • An ancient smithy erupts in supernatural flames as a Fire Elemental emerges from the forge. If the PCs offer it a magic item, it will reforge it into a new item. Otherwise, it is drawn to their weapons and armor
  • A Fire Elemental Blazer conducts a forest fire as a symphony of destruction, its form pulsing brighter with each tree that catches fire. Trapped villagers cry for help from a mill at the blaze's edge.

Fire Elemental Adventures

Multi-session adventure hooks featuring fire elementals as central antagonists, allies, or environmental challenges for extended gameplay.

  • The PCs inherit a remote mountain forge from a eccentric uncle, only to discover it's inhabited by a territorial Fire Elemental Blazer that considers the facility its sacred domain. The elemental will only negotiate if the PCs can prove their worthiness through trials of fire and craftsmanship.
  • A spurned lover's dying curse has awakened a Fire Elemental that emerges from a random hearth each night, wreaking havoc on the village. The PCs must find a way to cool the elemental passion or disperse the threat.
  • A Pyromancer has hired the PCs to capture and subdue three Fire Elementals for a powerful magical ritual
  • Deep within a lava tube, a Fire Elemental Blazer guards the legendary Ember Forge, its flames reflecting off walls of volcanic glass. The PCs must seek out the forge to craft a powerful magical item to aid their cause.