Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blue Flames
When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn.
Ability
Explosion
(fire) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save).
Ability
Inferno Leap
(fire) The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. At any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 basic Reflex save). The elemental inferno can't Inferno Leap again for 1d4 rounds.
Ability
Intense Heat
(aura, fire) 10 feet, 7d6 fire, DC 28 basic Reflex.
Ability
Smoke Vision
The elemental inferno ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
tendril +24 [+19/+14] (reach 15 feet), Damage 2d10+12 fire plus 3d8 persistent fire
Offense
Ranged
Circumstance: combat round (ranged)
fire mote +24 [+19/+14] (range increment 60 feet), Damage 2d10+6 fire
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
bleed
paralyzed
poison
sleep
Language
Ignan
Perception
darkvision
smoke vision
Weakness
cold 15