Fire Elemental Species in Arsharin | World Anvil
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Fire Elemental (ˈfī(-ə)r ˌe-lə-ˈmen-tᵊl)

Bringer of Life, Bringer of Death; which form do you speak to us in this time?

Fire elementals are quick, creatures of living flame. These boisterous and aggressive manifestations often end up on the bad side of many creatures even in situations where they wish to be peaceful.   Physical Description: Most fire elementals vary in appearance—primal elementals usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to demons, or other monsters with the purpose of frightening other creatures. However the civilized fire elemental often take up humanoid forms due to their wish to properly interact with other intelligent races. The features on a fire elemental’s body are made by either darker bits of flame, bright blobs of light, or patches of semi-stable smoke, ash, and cinders. The humanoid forms that civilized fire elementals takes often specifically leave them at a disadvantage as they often possess or maintain such an appearance at the penalty of having less freedom of movement or malleability, their greater sense of self causing them to have difficulty morphing their body or outright lacking the ability to take any form beyond their own.

Adulthood Intuitive Self-Taught Trained
15 Years +1d4 years (16 – 19 years) +1d6 years (16 – 21 years) +2d6 years (17 – 27 years)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. +3d12 in. (5 ft. 3 in. – 8 ft.) 0 lbs. +(1d6 lbs.) (1 – 6 lbs.)
Female 5 ft. +3d12 in. (5 ft. 3 in. – 8 ft.) 0 lbs. +(1d6 lbs.) (1 – 6 lbs.)
Society: Fire elementals care aggressively about the perception others have of them, often preferring to be feared by others and wishing to intimidate any around them, often bullying anything weaker then them, with primal elementals outright terrorizing nearly anything it can find and set on fire. Due to this the plane of fire is often simply a never-ending contest of who is simply the scariest, with the winner being considered the ruler of the surrounding area. Civilized fire elementals are often more aware of social rules, but still often prefer to have their reputation to be one of fear or intimidation, with even civilized elementals being somewhat unnerved by a fellow fire elemental who does not care for being intimidating.   Relations: Even if fire elementals weren't creatures of intimidation, many races dislike having them in their preference for a very uncontested reason, burning nearly everything they touch is often too much of a danger to even humour, no matter how kindly a civilized fire elemental could be. Outright banned from many regions that rely on forestry or the wilderness itself due to the sheer danger of forest fires (though, one can attempt to convince a dwarf to let a fire elemental near their beard if they only loosely care about continuing to live), even if the elemental would have no intention on it. As for fire elementals in less dangerous regions such as the desert or in snowy regions, they are more openly welcomed since they can provide some natural benefit to allowing their presence, such as heat in a cold desert night or all year round in colder places.   Alignment and Religion: Fire elementals are usually neutral alignment, but do have a preference towards chaotic and evil due to their drive to be feared, but this does not stop them from being of other alignments. Fire elementals usually solely worship gods of fire such as Neaer or Kandor Sol, though are not bound to only worship them.   Adventurers: Civilized fire elementals often leave their place of origin to become adventurers in cases where they are unable to be considered the most feared and get forced out. Such elementals often make good runners and supports for many adventuring parties due to their speed and light

Standard Racial Traits

  • Ability Score Racial Traits: Fire Elementals are swift, but commonly make uninformed decisions often. They gain +2 Dexterity, and -4 Intelligence.
  • Type: Fire Elementals are Outsiders with the elemental and fire subtypes.
  • Size: Fire Elementals are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Fire Elementals have a base speed of 50 feet.
  • Languages: Fire Elementals begin play speaking Ignan. Elementals with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
  • Quick Flames: Fire Elementals receive Improved Initiative as a bonus feat at level 1.
Offense Racial Traits
  • Natural Attack: Fire Elementals gain a slam attack as primary natural attack that deal 1d6 points of damage.
  • Burn (Ex): Fire elementals deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking 1d3 fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. The DC of this save is equal to 10 + 1/2 the fire elemental's character level + the fire elemental's Constitution modifier.
Defense Racial Traits
  • Elemental Immunities: Fire Elementals are immune to bleed, non-magical paralysis, poison, and sleep effects.
  • Fire Immunity: Fire Elementals are immune to fire damage.
Sense Racial Traits
  • Darkvision: Elementals have darkvision and so can see perfectly in the dark up to 60 feet.
Other Racial Traits
  • Living Bonfire (Ex): Fire Elementals shed normal light in a 20-foot radius and increase the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A fire elemental does not increase the light level in normal light or bright light.
Weakness Racial Traits
  • Flame Body: Fire Elementals are unable to wear flammable attire or hold flammable items without causing damage to them. Any flammable items or equipment being used by the fire elemental automatically take the fire elemental's burn damage.
  • Vulnerability to Cold: Fire Elementals are made of pure fire and thrive in heat, but proportionally hate the cold. Fire Elementals take 150% as much damage as normal from cold attacks.
  • Vulnerability to Water: Fire Elementals cannot enter water or any other nonflammable liquid as 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. Attempting to enter water or any other non flammable liquid causes them to take 2d6 points of cold damage per round of exposure, except in the case of total immersion, which deals 20d6 points of cold damage per round.