Elemental Creature (Fire) (5e Template)

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Elemental Creature (Fire)[edit]

Elemental creatures are native to the Elemental Chaos, but they have more in common with the constructs known as Helmed Horrors than with their bestial brethren.Vaguely resembling the form of the base creature, this creature serves powerful primordial entities as well as various elemental lords and princelings.
     Those who originate from the elemental plane of fire appear to be creatures made entirely out of sculpted fire and embers, while some have their form bound into tighter cohesion by hot black iron armor, or lighter heated scale mail unique to that particular plane. Fire creatures are naturally unaffected by any form of fire damage.


Any creature that is not a celestial, construct, elemental, fey, fiend, ooze, or undead


Type. The creature's type is changed to elemental.

Damage Immunities. The creature becomes immune to fire and poison damage.

Damage Resistances. If base CR is 5 or higher, the creature becomes resistant to cold damage.

Condition Immunities. The creature becomes immune to the exhaustion, petrified and poisoned conditions.

Senses. As base creature, plus 60 ft. darkvision, unless the base creature already has equal or better darkvision.

Languages The creature understands Primordial

Alignment The creature's alignment is changed to 'any alignment'.


All Traits. As base creature, removing traits that rely on organic flesh, organs, or internal functions.

Elemental Weapons. The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra amount of fire damage based on its CR (included in the attack). 1d6 at CR 1/8-1/2, 1d8 at CR 1-3, 2d8 at CR 4-6, 3d8 at CR 7-9, 4d8 at CR 10-14, 5d8 at CR 15-20, 6d8 at CR 21+.

Innate Spellcasting (Only if base creature already has spellcasting). The creature can cast the following spells using its existing spellcasting ability, requiring no material components (These are added to the base spellcasting creature's existing list of spells):

At will (any CR): control flames
1/day each (Only at CR 6+): flaming sphere, Melf's minute meteors, wall of fire


Flickering Step. The creature moves up to its speed. Each creature that makes an attack against the creature during this movement takes an amount of fire damage based on the creature's CR. 1d6 at CR 1/8-1/2, 1d8 at CR 1-3, 2d8 at CR 4-6, 3d8 at CR 7-9, 4d8 at CR 10-14, 5d8 at CR 15-20, 6d8 at CR 21+.

CR Calculation[edit]

Recalculate the creature's CR with the following considerations:

  • Resistance to cold damage (if applicable).
  • Immunity to fire and poison damage.
  • Elemental Weapons trait.
  • Flickering Step action.
  • Extra spells from Innate Spellcasting.

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