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Fire Elemental in Dungeons & Dragons 5e

SRD

Fire Elemental CR: 5

Large elemental, neutral
Armor Class: 13
Hit Points: 102
Speed: 50 ft

STR

10 +0

DEX

17 +3

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

7 -2

Damage Resistances: Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Ignan
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.   Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.   Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.
A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.

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