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Fire Elementals are supernatural creatures native to the Elemental Plane of Fire. They are usually only found on the Material Plane or other worlds after being summoned by mages, priests or other spellcasters.

Description[]

Fire elementals are roughly the size of a human, appearing as humanoid creatures composed of magma and wreathed in swirling flames. The lesser variety appears the same but is closer to the size of a gnome or dwarf.

Summoning[]

There's very little difference between the two versions of the spell: the wizard has to battle for control over the elemental, whereas the priest does not. Stats for both summoned creatures are the same.

Statistics[]

The infobox lists the common, 12 Hit Dice (HD) version. In addition to the listed statistics, fire elementals have immunity to normal weapons and +1 enchanted weapons. They can inflict 3d8 crushing damage and 1d6 fire damage using a +4 enchanted melee weapon fist attack, but only get one attack per round. This is usually achieved by equipping the undroppable items IMMUNE2.ITM as a ring, and the FIREELEM.ITM as a melee quick weapon. There is also a ELFIR.ITM for the Underdark 10 HD Fire Portal Elementals, but it is identical to the other attack.

Statistic 12HD 16HD 24HD
HP 96 128 192
THAC0 9 5 0
save vs. death 7 4 3
save vs. wand 9 6 5

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Sword Coast Stratagems mod makes minor revisions to all elementals in the game. It provides them with immunity to Paralyze, Entangle and Web effects. It does not do this to the Spell Revisions versions, as that mod already did this as well.

Installation of the Spell Revisions Mod provides altered and reworked conjured elementals in the game. These elementals are actually more powerful in most ways than the unmodded game. Any Elementals conjured by Priest/Druid or Wizard Spells by friend or foe will have the revised powers, immunities and stats. Detailed below are the versions summoned by the Conjure Fire Elemental spell:

Fire Elemental (12 Hit Dice):
STR 16, DEX 17, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
HP 116, AC 1, THAC0 7, Saving Throws 7/9/8/8/10
2 Attacks Per Round, 2d6+4 Slashing +2d6 Fire Damage (Fist +3)

Greater Fire Elemental (16 Hit Dice):
STR 18, DEX 19, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
HP 138, AC 0, THAC0 3, Saving Throws 4/6/5/4/7
2 Attacks Per Round, 2d8+5 Slashing +2d8 Fire Damage (Fist +3)

Special Qualities (12 & 16 Hit Dice):
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Fire Resistance 100%
Slashing, Crushing, Piercing, & Missile Resistance 20%

External links[]

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