b'Elemental, Fire (Elder) \n'b'  Family:   Elementals  \n'b'  Huge   elemental ,  neutral  \n'b'  Armor Class  15  Hit Points  207 (18d12 + 90)  Speed  50 ft.\n'b' STATS STR: 14 (+2) DEX:  21 (+5)  CON:  20 (+5)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  fire, poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses  darkvision 60 ft., passive  Perception  12  Languages  Ignan  Challenge  13 (10,000 XP) \n'b' Special Traits \n'b'   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\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b'  Illumination . The elemental sheds bright light in a 40-foot radius and dim light for an additional 40 feet. \n'b'  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. \n'b'  Actions \n'b'   Multiattack . The elemental makes two Touch attacks. \n'b'  Touch .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 19 (4d6 + 5) fire damage. If the target is a creature or flammable object, it ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b'  Firestorm  (recharge 4-6): The elemental emits a fan of flame all around it. Any target within 15 feet must make a DC 17  Dexterity  saving throw. On a failure, a target takes 11 (2d10) fire damage and ignites. If the saving throw is successful, the target takes half the fire damage and is still ignited (as above). A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.'