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Elemental Inferno

Creature 11 — elemental, fire

CrasherSnareLANDelementalfire

Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. More tactical than many elementals, the infernos will set entire cities ablaze to confuse enemies. 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.

Source: pathfinder-monster-core

Perception +20; darkvision; smoke vision
Languages pyric
Skills acrobatics +21
Str
+6
Dex
+6
Con
+5
Int
+0
Wis
+3
Cha
+0
AC 31 Fort +21 Ref +23 Will +19
HP 210 (explosion)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 15, water 10
Speed 70 feet

Offense

Melee Tendril (reach-15) +24, Damage 2d10+12 fire plus 3d8 fire
Ranged Fire Mote +24, range increment 60 feet, Damage 2d10+6 fire

Abilities

Smoke Vision — The elemental inferno ignores the Concealed condition from smoke.
Explosion (fire) — When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 Reflex save).
Intense Heat (aura, fire) — 10 feet. 7d6 fire damage DC 28 Reflex
Blue Flames — When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn.
Inferno Leap (fire) — The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. Instead, at any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 Reflex save).

The elemental inferno can't Inferno Leap again for 1d4 rounds.

WORKS WELL WITH

SniperLANDA ranged ally can keep damaging the party from outside Intense Heat's emanation while melee attackers must choose between engaging and taking aura damage.
FlankerLANDA mobile skirmisher exploits the chaos of Inferno Leap repositioning to slip in for a flanking strike while attention is on the elemental's aura.
WeaverLANDA debuff caster ally compounds the Reflex pressure from Intense Heat, stacking more damage sources than the party can mitigate in one turn.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Avoid a second aura-damage elemental; overlapping emanations don't meaningfully stack and just clutter the same zone.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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