Hellfire elementals.


Homebrew and House Rules


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Just a little something I did today. Want to give your fire elementals an Infernal twist? Change their alignment to LE, add the evil and lawful subtypes, and change their language from Ignan to Infernal. It turns out that fire elementals residing in the Nine Hells are different from those in the Plane of Fire. The malevolent and oppressive nature of the Pit changes them, and they take on superficial qualities of the Devils they serve besides. These so called "hellfire elementals" are sometimes conjured during diabolist rituals or can be found guarding portals to Hell.

Small Hellfire Elemental
CR 1
XP 400

LE Small outsider (evil, lawful, elemental, extraplanar, fire)

Init +5; Senses darkvision 60 ft.; Perception +4
 DEFENSE
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
 OFFENSE
Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)
 STATISTICS
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Infernal
 SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals 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 the listed 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. See Burn for more details.

Medium Hellfire Elemental
CR 3
XP 800

LE Medium outsider (evil, lawful, elemental, extraplanar, fire)

Init +7; Senses darkvision 60 ft.; Perception +7
 DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +1
Immune elemental traits, fire
Weaknesses vulnerability to cold
 OFFENSE
Speed 50 ft.
Melee slam +7 (1d6+1 plus burn)
Special Attacks burn (1d6, DC 14)
 STATISTICS
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Languages Infernal
 SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals 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 the listed 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. See Burn for more details.


I like the concept very much, but the infernal aspect you added is too subtle. In a combat these would play out nearly identical to a fire elemental. What did you change aside form the alignment sub-types and the language? If there is something else I don't see it.


It's not meant to be a massive adjustment. Under PF rules, I understand that hellfire deals 1/2 fire damage and 1/2 evil damage, but I didn't know how to get that across if you rolled a 1 on the 1d6 burn.

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