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Elemental Lord of Flame

Large Elemental (fire elemental), Chaotic Neutral


Armor Class 18 (natural armor)

Hit Points 200 (20d10+80)

Speed 50 ft. fly 60 ft.

STR 20 (+5)
DEX 16 (+3)
CON 18 (+4)
INT 10 (+0)
WIS 12 (+1)
CHA 14 (+2)

Saving Throws Dex +7, Con +8

Skills Perception +5, Intimidation +7

Damage Vulnerabilities cold

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Ignan, Common, telepathy 120 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Fire Form. The elemental lord can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental lord or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Illumination. The elemental lord sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. Elemental Lord of Flame's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells:
1/day each: wall of fire, fire storm
3/day each: fireball, flame blade
At will: produce flame, minor illusion

Actions

Multiattack. The elemental lord makes two fiery touch attacks.
Fiery Touch. Melee weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) fire damage. On a hit, the target must succeed on a DC 15 Dexterity saving throw or catch fire, taking an additional 10 (3d6) fire damage at the start of each of its turns until it or another creature uses an action to put it out.
Erupting Flame (Recharge 5-6). The elemental lord causes flames to erupt in a 20-foot radius sphere centered on itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (12d6) fire damage on a failed save, or half as much on a successful one.

Legendary Actions

The Elemental Lord of Flame can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Fire Step. The elemental lord moves up to half its movement speed without provoking opportunity attacks.
Inferno Burst (Costs 2 Actions). The elemental lord unleashes a burst of flame in a 15-foot radius, each creature in that area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage.

Lair

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Flames flicker and dance around the elemental lord's lair, providing dim light and causing minor heat waves.
  • Creatures within 1 mile of the lair feel an unnatural heat, making them uncomfortable and requiring them to succeed on a DC 12 Constitution saving throw or gain one level of exhaustion.

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Lore & Description

Appearance

A towering figure made entirely of living flames, its form continuously shifts and flows, casting an ever-changing glow of oranges and reds. Its eyes burn like the brightest embers, and the air around it shimmers with intense heat.

Behavior & Origins

This elemental lord embodies the fury of fire, often found in places where fire is both feared and revered. It commands respect among fire elementals and can incite chaos in its wake. When encountered, it is often surrounded by lesser fire elementals that serve its whims.

Monster Image

Elemental Lord of Flame

Generation Info

Original prompt:
"A raging fire elemental lord"

Created: Jan 28, 2026
Modified: May 31, 2026

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