Great Fire Elemental (5e Creature)
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Great Fire Elemental
Large elemental, neutral
Skills Athletics +4, Intimidation +2, Perception +4
Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack).
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.
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.
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) 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.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. This effect ends if the elemental is incapacitated.
Parry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon.
A fire elemental with the Great Elemental template applied to it. Great fire elementals are creatures of roaring flame that burn everything they touch. It might act as a commander for a group of smoke, magma, or steam mephits, regular fire elementals, or a pack of pyromaniacal magmins. A great fire elemental might also serve as a shock troop in an efreeti's army.
Elemental Nature. A great fire elemental doesn't require air, food, drink, or sleep.