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PRIMAL FIRE ELEMENTAL
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Fire Elemental, Primal
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Size/Type:
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Colossal Elemental (Fire, Extraplanar)
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Hit Dice:
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64d8+576 (944 hp hp)
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Initiative:
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+22 (+14 Dex, +8 Superior Initiative)
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Speed:
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50 ft.
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Armor Class:
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64 (–8 size, +14 Dex, +48 natural), touch 16, flat-footed 50
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Base Attack/Grapple:
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+48/+75
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Attack:
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Slam +55 (4d8+16 plus 4d8 fire) melee
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Full Attack:
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2 slams +55 (4d8+16 plus 4d8 fire) melee
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Space/Reach:
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30 ft./30 ft.
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Special Attacks:
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Burn
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Special Qualities:
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Elemental traits, DR 10/–, SR 42, fire immunity, cold vulnerability
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Saves:
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Fort +32, Ref +50, Will +28
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Abilities:
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Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13
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Skills:
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Jump +19, Listen +48, Spot +57
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Feats:
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Alertness, Blinding Speed, Combat Reflexes, Dire Charge, Dodge, Epic Prowess, (×2), Epic Toughness (×4), Epic Will, Great fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (slam)
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Environment:
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Any land
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Organization:
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Solitary
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Challenge Rating:
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35
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Treasure:
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None
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Alignment:
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Usually neutral
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Advancement:
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65–288 HD (Colossal)
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Level Adjustment:
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—
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A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.
COMBAT
Burn (Ex): Those hit by a primal fire elemental’s slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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