g A M t torches. A moment later, the source of the fires emerges from the gloom. Fire elementals, five of them — and they're big!
This encounter takes place on a hillside, with the heroes at the top of the hill. They're traveling through a mountain pass, so walls rise steeply to either side, effectively trapping them within a 50-foot-wide corridor that opens up by about 10 feet for every 30 feet traveled downwards. The walls are smooth, with few footholds, requiring a DC 25 Climb check to ascend. They go up about 100 feet on either side.
The elementals attack mindlessly and angrily. Anyone who makes a DC 20 Knowledge (the planes) check can recognize that these creatures are beyond sanity.
Creatures: These are 5 fiery destroyers. Fiery Destroyers (5): hp 228 each. See the Monster Guide for statistics. These elementals are berserk, receiving a +2 bonus to Strength and Stamina, but taking a -2 penalty to Armor Class. (AC 26, touch 15, flat-footed 17; Full Atk 2 slams +27 melee (2d8+7 plus 2d8 fire); Fort +15.) Unlike a barbarian's rage, this condition is tireless and endless.
Tactics: The elementals each choose a target and charge it, regardless of the danger to themselves or the tactical disadvantages involved in doing so. Even if already engaged in melee, they have a 1 in 4 chance each round of picking a different target at random and charging it, heedless of attacks of opportunity or tactical considerations. If anyone employs a cold attack against them, they focus their attacks against that foe for at least 1 round.
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