TEXT: Dungeon Master Accessory DMP1
  PLANE VIEW - ELEMENTAL FIRE
  For use with the Dungeons & Dragons 5th Edition
  Author: “Weird Dave” Olson
  Layout: “Weird Dave” Olson
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  The Inner Planes are dangerous places at the best of times, filled with all 
  manner of terrible creatures and natural events meant to destroy  
  unexpected travelers. But there are treasures out there, glorious and 
  powerful, hiding away tucked into the far corners. The Plane of Elemental 
  Fire holds many secrets, from the halls of the City of Brass to the Volcano 
  of the Destroyer and beyond. Find out more in “Plane View - Elemental 
  Fire!”
  
  2
  Imagine a realm of fire. Now imagine it is filled with 
  even more fire, because it’s hard for someone who 
  hasn’t been to the Plane of Elemental Fire to even 
  conceive of it. It is a landscape of crimson consumed 
  primarily by a great sea of heaving conflagration, 
  dotted by islands and continents of scorched rock 
  burnt black. Ash and smoke fill the air, and though no 
  sun hangs in the sky the air is alight as if lit by a slowly 
  burning ember.
  But it’s not all danger. For travelers who can find 
  their way to this place great treasures and mysteries 
  abound. The fabled City of Brass, home to the 
  greedy efreet, offers shelter within its bazaars and 
  marketplaces from the constant dangers of the air. 
  However, foolish travelers are just as likely to end 
  up with a knife in their back from some scheming 
  merchant in the city’s streets as they are to burn to 
  death in the scorching heat of the wilderness. Though 
  ever present, the threats are still not enough to stop the 
  curious and brave from seeking the Eye of Murzak, the 
  Crimson Shield of the Ashen Palm, or plundering the 
  storied depths of the Obsidian Tower, the Everburning 
  Forest, or the Treasure Vaults of the Fire Giant God.
  Beyond the material realm occupied by most fantasy 
  campaigns sits a whole universe of possibilities. The 
  idea of these outer planar realms is nearly as old 
  as Greyhawk or Blackmoor and many GMs have 
  adopted parts or all of these ideas into their own 
  campaigns.
  A common thread amongst these strange planes is 
  the idea of elemental-based realms, wherein dwell 
  powerful djinn, dangerous efreet, mysterious marid, 
  and cunning dao among other strange creatures. 
  Characters who grow tired of mundane sights and 
  sounds of their own campaign setting can travel to 
  these places, though doing so generally requires 
  powerful magic to get there – and survive.
  One of the most engaging to mortals is the Plane of 
  Elemental Fire. It is the most openly inhospitable of the 
  basic elemental planes, but with a little assistance 
  travelers can sail its fiery seas, explore its burnt islands, 
  and plunder the buried treasures of ancient beings. 
  Adventurers of all types can traverse the dangerous 
  streets of the City of Brass, risking the ire of its efreeti 
  masters, and perhaps even dealing with the royal 
  court of the Grand Sultan and its many viziers and 
  advisors.
  Basic Characteristics
  As the name suggests, the Plane of Elemental Fire is hot 
  – very hot. The air is suffused with fire, so creatures and 
  objects that are not protected against the extreme 
  temperatures are going to suffer. The suffering should 
  be enough to force visitors to take precautions without 
  burning them to a crisp upon arrival – characters 
  still need to visit the plane in order to partake in its 
  treasures, after all.
  The nature of the plane has created a realm where the 
  landscape is dominated by a molten sea of burning 
  lava. The fiery waves crash against rocky islands and 
  eventually wear those down to lava as well, and as 
  some waves crest high enough they cool quickly 
  enough to form new islands. This pattern of cooling 
  and melting is common, and wise travelers know not 
  to rely on any given island of burnt rock for too long.
  However, larger landmasses do exist. One of the 
  largest contains a vast plain of arid dust where titanic 
  cracks in the earth can appear with a moment’s 
  notice to spew lava from the plane’s depths onto the 
  surface. This effect is known as a lava geyser, as the 
  result is often spectacular and dangerous for anyone 
  nearby. Upon these landmasses, hills, mountains, and 
  valleys sit on the crimson horizon.
  Ash is another problem, and in some areas great 
  billowing clouds – some as large as a city - spread 
  across the burnt landscape. Choking is a real danger 
  for anyone caught in one of these ash clouds, and the 
  sky is filled with slowly moving black masses of them. 
  They can obscure light just like a regular cloud and 
  can reduce visibility from hazy to nearly black.
  Surviving
  Nonmagical and unprotected paper of any sort 
  catches fire immediately on the Plane of Elemental 
  Fire. Nonmagical and unprotected metal (including 
  armor and weapons) melt in 1d4 rounds, and those 
  unfortunate enough to be caught holding such items 
  suffer 10 (3d6) points of fire damage. Liquids that are 
  nonmagical and unprotected also evaporate in 1d4 
  rounds. Magical varieties of paper, metal, and liquid 
  are immune to these effects.
  Characters and creatures on the Plane of Elemental 
  Fire suffer 22 (4d10) points of fire damage each round 
  unless they are protected from nonmagical fire.
  Plane View: Elemental Fire 
  Taking a deeper look into the realm of elemental fire – its treasures, secrets, and dangers
  
  3
  Getting There
  Portals to the Plane of Elemental Fire can exist 
  spontaneously in the hottest areas of the Prime Material 
  Plane, with volcanos being the primary source. 
  Characters wishing to transport themselves to this 
  elemental realm must either possess the appropriate 
  magic (which is usually reserved for more powerful 
  or advanced characters) or risk themselves finding 
  one of these open portals. Occasionally a portal will 
  spontaneous appear in the heart of a raging forest 
  fire, though these instances are rare.
  There are more stable portals that lead to the few 
  civilized areas in the Plane of Elemental Fire. These 
  are usually policed and guarded by the efreet as the 
  portals are how powerful efreeti merchants and lords 
  come to the Prime Material Plane for treasures, trade, 
  or slaves. These portals are nearly always marked with 
  brass of some sort, which would include a brass knocker 
  on a secret door, a brass arch over a gateway, or a 
  brass lining around a window or door. Woe be to the 
  uninvited traveler who stumbles by accident upon 
  one of these efreeti portals unprepared!
  Traveling Around
  Much of the Plane of Elemental Fire is hardened, 
  black earth covered with a fine layer of ash, so 
  creatures capable of walking are not impeded much 
  by the land itself. Wheeled slave caravans driven by 
  cruel efreet travel from outpost to outpost, selling 
  their “goods” to buyers willing to pay their high prices. 
  Mountain ranges are tall and rife with volcanos of 
  all sizes, and in the valleys between the peaks fierce 
  salamanders – half-snake, half-humanoid intelligent 
  denizens of the plane – have formed tribes.
  The most dominant feature of the plane is the 
  Great Burning Sea, which is not filled with water but 
  molten magma. The temperatures of the plane are 
  so extreme that the lava that fills this sea is as liquid 
  as water, roiling and boiling, creating huge waves 
  that crash down upon the islands that form the solid 
  ground. Special designed ships have been developed 
  by travelers that can withstand the extreme heat of 
  this sea – distilled essence of wood from the mythical 
  Everburning Forest is required to make these boats 
  float, which is a rare ingredient indeed.
  The air is ash and dust filled, so breathing is a problem 
  for any creature wishing to take to the skies. Clouds 
  of ash pose serious problems to everyone and can 
  be created in the blink of an eye. Great fire rocs are 
  known to hide in these ash clouds, waiting for the right 
  moment to strike at easy prey.
  Rulers of the Realm
  The Plane of Elemental Fire is dominated by the 
  Elemental Lords of Fire. These are near-deity level 
  entities that possess great power, though their exact 
  nature and history are mysterious. Some planar 
  scholars say that they are simply the most advanced 
  form of the native elementals, simply having survived 
  longer than others of their kind and thus attained 
  greater power and sentience. Others sages persist 
  that these Elemental Lords are guardians of the 
  plane’s true nature and maintain stewardship over 
  the fabric of fire and flame across the multiverse. The 
  truth may even be unknown to the lords themselves.
  There are at least four Elemental Lords of Fire – Imix, 
  Luzzur, Zaraan, and Kra. These are the most active in 
  the affairs of the plane, each with a large “kingdom” 
  carved out for their own personal territory. Imix and 
  Zaraan are the two most powerful and each see itself 
  as the rightful ruler of Elemental Fire. Their castles are 
  formidable structures of black and crimson where they 
  hold court over hundreds of lesser creatures. Neither 
  are truly evil or good by nature though they certainly 
  care very little for the lives of anyone but themselves.
  Dealing with one of the Elemental Lords of Fire is a risky 
  business but few would argue that they are the most 
  knowledgeable and oldest beings on the plane. But 
  they each have their own unique agendas towards 
  reaching their goals; mortals should be very cautious 
  when dealing with them.
  Creatures & Denizens
  Even on a plane where the very environment is hostile 
  dangerous creatures lurk. The Plane of Elemental Fire 
  plays host to a great many denizens, some intelligent, 
  and some not. New monsters or variations on existing 
  monsters include statistic blocks.
  CINDERBONES
  Medium undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 37 (5d8+15)
  Speed 30 ft.
  STR 14 (+2), DEX 14 (+2), CON 16 (+3)
  INT 6 (-2), WIS 8 (-1), CHA 5 (-3)
  Damage Vulnerabilities bludgeoning, cold
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Ignan
  Challenge 2 (450 XP)
  Fiery Aura. Any creature that starts its turn within 5 feet 
  of a cinderbones must make a DC 11 Dexterity saving 
  
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  throw, suffering 7 (2d6) fire damage on a failure.
  ACTIONS
  Flaming Claws. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage 
  and 7 (2d6) fire damage.
  Travelers and creatures who die on the Plane of 
  Elemental Fire sometimes can return to stalk the land 
  as undead abominations known as cinderbones. 
  Suffused with hatred for living and given strength from 
  the plane itself, these monsters crave the souls of those 
  who have not fallen to the fiery realm’s embrace. 
  They are easily identified by their blackened bones, 
  though some more intelligent variants have taken to 
  luring living beings away under disguises, their true 
  nature becoming evident only when it’s too late. They 
  can breathe a cloud of burning ash and are immune 
  to fire of all kinds.
  EFREETI, KHEDIVE
  Large elemental, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 250 (20d10+140)
  Speed 40 ft., fly 60 ft.
  STR 24 (+7), DEX 12 (+1), CON 24 (+7)
  INT 16 (+3), WIS 15 (+2), CHA 20 (+5)
  Saving Throws Int +7, Wis +6, Cha +9
  Damage Immunities fire 
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 13 (10,000 XP)
  Elemental Demise. If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, leaving 
  behind only equipment the efreeti was wearing or 
  carrying.
  Innate Spellcasting. The efreeti’s innate spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks). It can innately cast the following spells, 
  requiring no material components.
  At will: detect magic, enlarge/reduce, tongues
  3/day each: conjure elemental (fire elemental only), 
  gaseous form, invisibility, major image, plane shift, wall 
  of fire
  1/day each: disintegrate, fireball (as a 5th-level spell), 
  hold monster, modify memory, true seeing
  ACTIONS
  Multiattack. The efreeti khedive makes two scimitar 
  attacks or uses its Hurl Flame twice.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 
  (2d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 
  ft., one target. Hit: 24 (7d6) fire damage.
  EFREETI, BEY
  Large elemental, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 274 (22d10+154)
  Speed 40 ft., fly 60 ft.
  STR 24 (+7), DEX 12 (+1), CON 24 (+7)
  INT 16 (+3), WIS 15 (+2), CHA 22 (+6)
  Saving Throws Int +7, Wis +6, Cha +10
  Damage Immunities fire 
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 14 (11,500 XP)
  Elemental Demise. If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, leaving 
  behind only equipment the efreeti was wearing or 
  carrying.
  Innate Spellcasting. The efreeti’s innate spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with 
  spell attacks). It can innately cast the following spells, 
  requiring no material components.
  At will: detect magic, enlarge/reduce, gaseous form, 
  invisibility, plane shift, tongues, wall of fire
  3/day each: conjure elemental (fire elemental only), 
  disintegrate, fireball (as a 5th-level spell), hold monster, 
  major image, true seeing
  1/day each: delayed blast fireball, power word stun, 
  reverse gravity
  ACTIONS
  Multiattack. The efreeti bey makes three scimitar 
  attacks or uses its Hurl Flame three times.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 
  (2d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 
  ft., one target. Hit: 24 (7d6) fire damage.
  Few beings that live on the Plane of Elemental Fire 
  command as much respect across the multiverse 
  as the powerful efreet. They are native creatures 
  of the plane, most towering above twelve feet tall, 
  with black, purple, or crimson skin. They are skilled 
  swordsman and accomplished arcane magic-users, 
  though priests are virtually unheard of. The primary 
  worship of an efreeti is power and the things that bring 
  power, including treasure and dominion over other 
  creatures. Slavery is not only accepted within efreet 
  
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  society it is highly valued – an efreeti lord’s social status 
  is partially derived from how many slaves they possess. 
  It is also derived from how far removed the efreeti is 
  from the Grand Sultan, an immensely powerful and 
  rich creature that dwells in the most magnificent 
  Charcoal Palace within the City of Brass.
  Efreet are often regarded as the most dangerous of the 
  true geniekind (the others being the dao of the Plane 
  of Elemental Earth, marid of the Plane of Elemental 
  Water, and djinn of the Plane of Elemental Air). Male 
  and female efreet exist, though all are muscular, and 
  they typically dress in loose fitting, specially-treated 
  silk clothing. They have an innate sense of superiority 
  to all other creatures, though the djinn of Elemental 
  Air are especially despised.
  As a race, efreet have a rigid lawful society and most 
  are evil. They delight in bureaucracy and are skilled 
  at negotiating contracts that are notorious for being 
  one-sided (weighed towards their side). In efreeti 
  society titles are a form of power that they use over 
  one another to gain prominence in the court of the 
  Grand Sultan. In descending order the following are 
  the notable ranks of the efreet: Grand Sultan (of 
  which there is only one), sultan, grand vizier, vizier, 
  nazir, bey, and khedive. The higher ranking the efreeti 
  is the more influence and power he wields. This power 
  manifests as greater command over innate magic, 
  which some planar scholars say is a manifestation of 
  the plane’s natural energy.
  FIRE ELEMENTAL
  The most common inhabitant is the very manifestation 
  of the plane itself. Fire elementals of all shapes and 
  sizes live all over the plane, usually appearing in herds. 
  They are animalistic as a rule, though a few understand 
  (or can be taught) the language of the efreeti.
  FIRE FLY
  Small elemental, unaligned
  Armor Class 14
  Hit Points 13 (3d6+3)
  Speed 10 ft., fly 40 ft. (hover)
  STR 8 (-2), DEX 18 (+4), CON 12 (+1)
  INT 5 (-3), WIS 10 (+0), CHA 10 (+0)
  Damage Immunities fire, poison 
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Ignan
  Challenge 1 (200 XP)
  Burst. When a fire fly is reduced to 0 hit points, the fiery 
  energy inside of it bursts out. Every non-elemental 
  creature within 5 feet of the burst fire fly must make a 
  DC 12 Dexterity saving throw, suffering 5 (2d4) points 
  of fire damage on a failure.
  Glow. A fire fly sheds dim light in a 30 foot radius 
  around itself at all times.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4+4) piercing damage.
  Not all of the bright lights in the air on the Plane of 
  Elemental Fire are burning remnants falling to the 
  scorched ground. Some of them are large beetle-like 
  creatures called fire flies, barely identifiable by the 
  sound of their wings beating together which resembles 
  the sound of burning paper. They are each about a 
  foot long, with six legs tucked in close for flight, dark red 
  carapace that protects them, two large mandibles 
  for grasping food, and a thorax that glows with the 
  same black and orange light as flaming debris. They 
  are voracious hunters but subside mostly on burnt 
  carcasses, and great swarms of fire flies can often be 
  found near packs of wandering cinderbones.
  FIRE HOUND
  Large elemental, unaligned
  Armor Class 14 (natural armor)
  Hit Points 52 (7d10+14)
  Speed 50 ft.
  STR 18 (+4), DEX 15 (+2), CON 15 (+2)
  INT 3 (-4), WIS 12 (+1), CHA 7 (-2)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages --
  Challenge 2 (450 XP)
  Keen Hearing and Smell. The fire hound has advantage 
  on Wisdom (Perception) checks that rely on hearing 
  or smell.
  Pack Tactics. The fire hound has advantage on attack 
  rolls against a creature if at least one of the wolf’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+4) piercing damage plus 3 (1d6) 
  fire damage. If the target is a creature, the fire hound 
  locks its jaws onto the victim.
  Flaming Jaws. If the fire hound has its jaws locked onto 
  a victim, it automatically deals 7 (1d6+4) piercing 
  damage and 7 (2d6) fire damage each round. The 
  fire damage increases by 1d6 for each additional 
  round the fire hound keeps its jaws locked. A locked 
  fire hound can be removed with a DC 14 Strength 
  check.
  Great packs of fire hounds roam the blasted landscape, 
  
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  posing a constant danger to the unprepared (or 
  slow). These creatures resemble crimson mastiffs of 
  larger than normal size with flames licking at their fur 
  and tails and burning embers for eyes. Their teeth are 
  capable of tearing flesh from bone, and once they’ve 
  clamped down on a victim death is usually their only 
  release. It is not uncommon for efreet lords to tame 
  large numbers of fire hounds and take them on great 
  hunts of slaves who have done them wrong in some 
  fashion.
  LAVA ZOMBIE
  Medium undead, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 30 (4d8+12)
  Speed 20 ft., swim 20 ft.
  STR 14 (+2), DEX 10 (+0), CON 16 (+3)
  INT 3 (-4), WIS 6 (-2), CHA 5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Ignan (cannot speak)
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the lava zombie 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless the 
  damage is cold or from a critical hit. On a success, the 
  lava zombie drops to 1 hit point instead.
  ACTIONS
  Lava Vomit (Recharge 5-6). The lava zombie belches 
  forth lava in a 20-foot line. Each creature in the line 
  must make a DC 12 Dexterity saving throw, taking 21 
  (6d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) bludgeoning damage.
  Unfortunate souls who perish in the great flaming 
  sea can occasionally find themselves transformed 
  into undead monsters known as lava zombies. These 
  creatures float and swim through the burning sea, 
  seeking to consume the living to whet their appetite 
  for vengeance. The skin of a lava zombie is black 
  and cracked, oozing with flaming blood, and they 
  can spew forth a vomit that burns even the most 
  protected opponent. They can be found also in lava 
  geysers that burst up from the ground, though this is a 
  rare and deadly encounter.
  MAGMA OOZE
  Large ooze, unaligned
  Armor Class 10
  Hit Points 45 (6d10+12)
  Speed 10 ft., swim 40 ft.
  STR 15 (+2), DEX 10 (+0), CON 14 (+2)
  INT 2 (-4), WIS 6 (-2), CHA 1 (-5)
  Damage Resistances piercing
  Damage Immunities fire, slashing
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages --
  Challenge 2 (450 XP)
  Amorphous. The ooze can move through a space as 
  narrow as 1 inch wide without squeezing.
  Amphibious. The ooze can breathe air, water, and 
  lava.
  ACTIONS
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 
  5 ft. one target. Hit: 9 (2d6+2) bludgeoning damage 
  plus 7 (2d6) fire damage.
  Engulf. The magma ooze moves up to its speed. While 
  doing so, it can enter Large or smaller creatures’ 
  spaces. Whenever the jelly enters a creature’s 
  space, the creature must make a DC 12 Dexterity 
  saving throw. On a successful save, the creature can 
  choose to be pushed 5 feet back or to the side of 
  the jelly. On a failed save, the magma ooze enters 
  the creature’s space, and the creature takes 10 (3d6) 
  fire damage and is engulfed. The engulfed creature 
  can’t breathe, is restrained, and takes 21 (6d6) fire 
  damage at the start of each of the ooze’s turns. When 
  the ooze moves, the engulfed creature moves with 
  it. An engulfed creature can try to escape by taking 
  an action to make a DC 12 Strength check. On a 
  success, the creature escapes and enters a space of 
  its choice within 5 feet of the ooze.
  Dwelling within the molten sea, magma oozes are 
  not intelligent in the strictest sense. Much like the fire 
  elementals they are more animalistic in nature, though 
  few scholars of planar lore claim to understand what 
  sustenance they draw. They can travel swiftly in the 
  lava sea but slowly on land where they slither and 
  burn all that they touch.
  
  7
  NATIVE CREATURES
  There are a great many native creatures of the Plane 
  of Elemental Fire that behave and function very 
  similarly to their Prime Plane counterparts, including 
  fire tigers, fire squid, and fire lizards. These creatures 
  are immune to fire and are considered to be of a 
  challenge level one higher than normal.
  SALAMANDER, FLAMELICKER
  Medium elemental, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 44 (8d8+8)
  Speed 30 ft.
  STR 14 (+2), DEX 14 (+2), CON 12 (+1)
  INT 9 (-1), WIS 10 (+0), CHA 10 (+0)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Ignan but can’t speak
  Challenge 3 (700 XP)
  Heated Body. A creature that touches the salamander 
  or hits it with a melee attack while within 5 feet of it 
  takes 3 (1d6) fire damage.
  Heated Weapons. Any metal melee weapon the 
  salamander wields deals an extra 3 (1d6) fire damage 
  on a hit (included in the attack).
  ACTIONS
  Multiattack. The flamelicker salamander makes two 
  attacks: one with its spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  5 (1d6+2) piercing damage, or 6 (1d8+2) piercing 
  damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage plus 3 
  (1d6) fire damage, and the target is grappled (escape 
  DC 12). Until this grapple ends, the target is restrained, 
  the flamelicker salamander can automatically hit the 
  target with its tail, and the flamelicker salamander 
  can’t make tail attacks against other targets.
  SALAMANDER, FLAMESPITTER
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 127 (15d10+45)
  Speed 30 ft.
  STR 20 (+5), DEX 14 (+2), CON 17 (+3)
  INT 13 (+1), WIS 10 (+0), CHA 14 (+2)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Ignan but can’t speak
  Challenge 7 (2,900 XP)
  Heated Body. A creature that touches the salamander 
  or hits it with a melee attack while within 5 feet of it 
  takes 7 (2d6) fire damage.
  Heated Weapons. Any metal melee weapon the 
  salamander wields deals an extra 7 (2d6) fire damage 
  on a hit (included in the attack).
  ACTIONS
  Multiattack. The flamespitter salamander makes three 
  attacks: two with its spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20 ft./60 ft., one target. Hit: 12 
  (2d6+5) piercing damage, or 14 (2d8+5) piercing 
  damage if used with two hands to make a melee 
  attack, plus 7 (2d6) fire damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6+5) bludgeoning damage plus 10 
  (3d6) fire damage, and the target is grappled (escape 
  DC 15). Until this grapple ends, the target is restrained, 
  the flamespitter salamander can automatically hit the 
  target with its tail, and the flamespitter salamander 
  can’t make tail attacks against other targets.
  
  8
  SALAMANDER, FLAMEKEEPER
  Huge elemental, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 207 (18d12+90)
  Speed 30 ft.
  STR 24 (+7), DEX 14 (+2), CON 20 (+5)
  INT 15 (+2), WIS 10 (+0), CHA 16 (+3)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Ignan but can’t speak
  Challenge 10 (5,900 XP)
  Heated Body. A creature that touches the salamander 
  or hits it with a melee attack while within 5 feet of it 
  takes 10 (3d6) fire damage.
  Heated Weapons. Any metal melee weapon the 
  salamander wields deals an extra 10 (3d6) fire 
  damage on a hit (included in the attack).
  ACTIONS
  Multiattack. The flamekeeper salamander makes 
  three attacks: two with its spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +12 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  21 (4d6+7) piercing damage, or 25 (4d8+7) piercing 
  damage if used with two hands to make a melee 
  attack, plus 10 (3d6) fire damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., 
  one target. Hit: 21 (4d6+7) bludgeoning damage 
  plus 14 (4d6) fire damage, and the target is grappled 
  (escape DC 17). Until this grapple ends, the target 
  is restrained, the flamekeeeper salamander can 
  automatically hit the target with its tail, and the 
  flamekeeper salamander can’t make tail attacks 
  against other targets.
  Salamanders are an evil and cruel race native to the 
  Plane of Elemental Fire. They are humanoid from the 
  waist up, with arms, a torso, and a head, but from the 
  waist down they are all snake. They are covered in 
  red and black scales and can move quite quickly by 
  slithering their lower bodies forward. Salamanders are 
  intelligent and asexual, with size indicating greater 
  intelligence and strength. Cities and villages dot the 
  landscape and they abhor efreet, though they often 
  find themselves enslaved by their more powerful 
  foes. Salamanders are skilled metal smiths and know 
  intricate ways to work steel and iron into incredibly 
  strong weapons and armor.
  The older a salamander gets the larger and more 
  intelligent it becomes. The smallest and most common 
  type (above a fire snake) is called a flamelicker, 
  and these creatures range from 5 to 7 feet long. 
  Salamanders that survive past adulthood grow into 
  flamespitters and they can get up to 15 feet long. The 
  largest and leaders of salamander colonies are the 
  flamekeepers. Their impressive size can reach up to 
  40 feet long.
  Hazards & Phenomena
  Traveling on the Plane of Elemental Fire is a harrowing 
  experience in and of itself. The realm is full of dangers 
  that can cook unprepared visitors with barely a 
  moment’s notice.
  Ash Cloud
  Great billowing black clouds of ash dot the ember-lit 
  sky and they can suddenly bear down on a location 
  without a moment’s notice, threatening everyone in 
  a large area. Those caught inside an ash cloud must 
  survive choking in near-blackout conditions that lasts 
  3d10 minutes. Magically produced wind can move 
  an ash cloud out of (or into) an area.
  Lava Geyser
  This can either by an eruption from the cracked 
  ground or a sudden uprising in the ocean of fire, but 
  in either situation it can be deadly. Those caught 
  in the blast suffer extreme fire damage (20d6) and 
  are hurled away 1d6 x 10 feet from the blast. A lava 
  geyser can last up to an hour, reaching heights of 
  one hundred feet into the air. Rumors persist of some 
  lava geysers reaching hundreds of feet across and 
  thousands of feet into the air, though thankfully these 
  are rare occurrences.
  Inferno Wave
  The great flaming sea hosts its own share of natural 
  phenomena, and one of the most dangerous is an 
  inferno wave. These rolling waves of lava can rise 
  hundreds of feet in the air, cresting and falling with 
  tremendous force and power onto unsuspecting 
  vessels. Damage to anyone caught in an inferno 
  wave is 10d6, which can encompass an area 1d10 x 
  100 feet wide.
  Hot Zone
  Pockets of hotter than normal temperature frequently 
  appear all across the Plane of Elemental Fire. These 
  hot zones produce more heat and damage than the 
  normal air and can spread across miles of terrain. They 
  are often the harbingers of a future lava geyser, but 
  occasionally they can be the result of some titanic 
  battle between native forces.
  Rain of Fire
  Ash clouds are not the only threat from the sky. 
  Sometimes the sky rains fiery debris onto the ground, 
  the result of a particularly large lava geyser or other 
  natural occurrence. This rain of fire hurls flaming 
  
  9
  boulders and rocks which can crush the strongest of 
  opponents, which have the effect of a 10d6 fireball. 
  Victims gain saves for half damage (DC 14).
  Blackout
  Periods of deep black can stretch across the Plane of 
  Elemental Fire, miles across, the result of the natural 
  light dying out as would an ember in a fire pit. These 
  blackouts normally do not last more than several hours, 
  during which superstitious salamanders and other 
  intelligent natives know to stay inside lest they risk the 
  wrath of some unknown being. Legends say blackouts 
  are caused by the elemental lords gathering power, 
  sucking the energy out of the air.
  Mysterious Sites & Treasures
  Why would non-natives visit the Plane of Elemental 
  Fire? To plunder its treasures and secrets of course! 
  Countless millennia of inhabitants and civilizations 
  have created many legends of lost magic to lure the 
  greedy or foolish to an early grave.
  Charcoal Palace
  The home of the most powerful efreeti on the Plane of 
  Elemental Fire is the fabled Charcoal Palace. It sits at 
  the center of the City of Brass, an imposing edifice of 
  gray and black marble. The Grand Sultan rules here, 
  though rarely does he have to engage in any sort of 
  day-to-day activity. He spends his time languishing 
  with a harem of exotic slaves or attending to his 
  spymasters. Below the Charcoal Palace it is rumored 
  the Grand Sultan keeps his treasure chamber, which 
  is said to contain the greatest wealth of any of the 
  geniekind across the elemental planes. Golems, 
  giants, and other magical creatures guard the palace 
  and the life of the Grand Sultan.
  City of Brass
  Perhaps the most hospitable location on the plane, 
  the City of Brass is the greatest of the efreet outposts. 
  It is home to the Grand Sultan in the Charcoal Palace 
  (see below) who is attended by numerous squabbling 
  noble efreet of increasing importance and power. 
  The city itself sits on a great disc of molten brass 
  roughly forty miles in diameter, on top of which squats 
  towers and citadels to house the numerous efreet and 
  their slaves. Great markets welcome merchants and 
  travelers from numerous planes, with the exception 
  of the djinn of the plane of elemental air – they are 
  never welcome except bound by a brass slave collar, 
  the traditional mark of an efreeti-owned slave.
  The City of Brass is also protected from the extreme 
  temperatures of the plane by ancient efreet magic so 
  even those without elemental protection can visit and 
  mingle with the residents. While ostensibly in charge, 
  the Grand Sultan does little to actually control the 
  city – there are no city guards, though only the foolish 
  would be without bodyguard protection. Intrigue and 
  murder go hand-in-hand in the back alleys of the City 
  of Brass.
  There are dozens upon dozens of ministers in the City 
  of Brass, all efreet, who use bureaucracy, lies, and 
  subterfuge to manipulate everyone they can. It’s a 
  great game for most of them, with the ultimate prize 
  being the position of Grand Sultan on the Charcoal 
  Throne. Powerful grand viziers trade favors with nazirs 
  who command beys to perform duties that are then 
  contracted out with a third party. No one takes 
  responsibility for anything, for the City of Brass is a city 
  of lies and deceit within a complicated legal system. 
  Crimson Shield of the Ashen Palm
  The Knights of the Ashen Palm were a large group of 
  genie-descended humans dedicated to the faith of 
  the Elemental Lords. Generations of living on the Plane 
  of Elemental Fire had given these men and women 
  red-tinged skin and a tolerance for heat along with 
  a fanatic devotion to what they saw as the rightful 
  rulers. They rarely if ever had any direct contact with 
  the Elemental Lords who likely never noticed their 
  adoration, but these knights were at one point a 
  military power in certain regions of the plane.
  Citadels and strongholds were built to house the 
  knights as they went on crusades against those who 
  would defy the will of the Elemental Lords, or at least 
  the will as interpreted by the holy members of the 
  order. They used an ash palm as their symbol and 
  wielded shields made of a curious crimson metal 
  forged somewhere in secret. These crimson shields 
  became noteworthy for their defensive and offensive 
  properties – scholars say that ordained Knights of the 
  Ashen Palm could summon forth blasts of fire from the 
  shields and create large domes of protection.
  The knights eventually faded into obscurity, though 
  few could say exactly why. Perhaps they got too 
  devoted to the Elemental Lords and overstepped 
  their boundaries, or perhaps they simply provoked a 
  more powerful opponent. In markets across the plane, 
  a Crimson Shield of the Ashen Palm still fetches a high 
  price and is a sought-after item for warriors willing to 
  carry a symbol of a dead order in exchange for great 
  protection and power.
  Everburning Forest
  Trees and wood are not native to the Plane of 
  Elemental Fire, and yet the Everburning Forest exists. 
  It is a forest hundreds of miles across where the trees 
  crackle and burn constantly and yet never become 
  fully consumed. Upon closer examination travelers 
  discover that the blaze produces no ash or waste and 
  further investigation shows that the flames function 
  as leaves on a normal tree. The bark of these trees is 
  blackened and hard, and it is prized for its toughness 
  in shields and other wooden materials.
  
  10
  Strange creatures dwell in the Everburning Forest, 
  including dryads who are immune to the plane’s 
  normal heat levels. The flames on the trees give off 
  no heat but otherwise seem to function as regular 
  fire, including reacting to water – the only way to fell 
  one of the trees is to completely douse it in water of 
  sufficient volume to not evaporate immediately on 
  the plane. Only a handful of trees have been cut 
  down so the bark is highly sought after.
  Eye of Murzak
  Murzak is a legendary figure among the native 
  salamanders of the Plane of Elemental Fire. He was 
  a great military leader who was originally enslaved 
  by a powerful efreeti in the City of Brass. Forced to 
  fight in the slave arenas, Murzak grew strong as he 
  won battle after battle using his innate cunning and 
  ferocity. His successes bought him a greater range of 
  freedom though still he was bound by the brass collar 
  of his master. Over the years this powerful salamander 
  amassed a ring of informants and spies, and when 
  the time was right he and his forces struck at the City 
  of Brass. It was a fevered fight but it bought Murzak 
  his freedom when he killed his efreeti master in single 
  combat. 
  He fled with less than a tenth of his force from the city 
  and into the burning wastelands. There he gathered 
  the tribes of salamanders, proclaiming himself Murzak 
  the Flameserpent, and promised to end the tyranny of 
  the efreet over the Plane of Elemental Fire. Thousands 
  upon thousands of salamanders converged on the 
  City of Brass, but the Grand Sultan of the Charcoal 
  Throne was not caught unprepared. The battle that 
  was fought in the streets of the city is still remembered 
  as the Flameserpent’s Uprising.
  Murzak was defeated, however, and as punishment 
  the Grand Sultan had the salamander beheaded 
  and his two eyes cut from his head. Arcane magic 
  was used to transform the eyes into shining yellow 
  crystals, each the size of a large man’s fist, and with 
  one or both of them the possessor could control nearly 
  any creature on the Plane of Elemental Fire. One of 
  these gems was known to be destroyed by the Grand 
  Sultan, but the whereabouts of the other are currently 
  unknown.
  Fireheart’s Legion
  While not actually a site or treasure, the mercenary 
  company known as Fireheart’s Legion still deserves a 
  special mention. They are known across many planes 
  as an effective and ruthless military organization 
  that sells its services to the highest bidder, though 
  they never break contract first. They are led by an 
  enigmatic and powerful efreeti named Fireheart. Evil 
  to the core and ruthless as any of his kind, Fireheart is 
  also a skilled negotiator and can be flamboyant at 
  times – he’s known to dress in outlandish yet expensive 
  clothing and has a fine appetite for splendid hats 
  and rare cigars. The mercenary legion is made up of 
  warriors from across the planes, though a fair number 
  of efreet also count among their numbers. Utter 
  devotion to Fireheart is all that is required to join, and 
  this utter devotion comes with an iron contract that 
  none so far have been able to get out of with their 
  lives – and some have even had to stay in undeath!
  Great Burning Sea
  Much of the Plane of Elemental Fire is a rolling sea 
  of molten rock and magma, constantly moving and 
  crashing against the islands of rock that are created 
  when a large enough wave slams down and cools. 
  Foolish travelers can charter or purchase boats 
  capable of sailing the Great Burning Sea to travel 
  to remote islands, though the journey is far more 
  perilous than a typical sea voyage. Inferno waves 
  are a constant threat as are a myriad of dangerous 
  denizens – fire whales are mean-tempered and prone 
  to striking out at anything they deem as food (i.e., 
  anything smaller than they are!).
  Because of their rare nature, if a vessel is lost at sea it 
  becomes a valuable prize for any willing to take the 
  risk of finding it. What lies at the bottom of the Great 
  Burning Sea is anyone’s guess. Perhaps simply nothing, 
  or perhaps the molten core of the plane itself hides 
  itself beneath the flowing lava.
  Obsidian Tower
  Somewhere in the lonely blasted landscape stands a 
  tall tower made of reflective black obsidian. Legends 
  of this Obsidian Tower say that it has no doors or 
  windows but that its insides hold the magical secrets 
  of a sorcerer-king from some prime material world. 
  Greedy treasure hunters and zealous explorers have 
  searched for the site across the plane but few claim 
  to have actually seen it. The mystery of its contents 
  continues to drive fantastic stories. Does a phylactery 
  of a powerful lich sit inside? Perhaps the arcane 
  formulae to unlocking the Plane of Elemental Fire’s 
  deepest and most powerful energies? Or maybe gold 
  and jewels to make the Grand Sultan blush? No one 
  knows for sure.
  Treasure Vaults of the Fire Giant God
  Fire giants roam the plane and often settle in the 
  craggy peaks that dot the blackened landscape. 
  Their chief god is an imposing and powerful creature 
  called Surtur, but he does not dwell on the Plane of 
  Elemental Fire – few deities do as the true powers 
  are the Elemental Lords of Fire. He did at one 
  point, however, and his castle was an impregnable 
  stronghold of fire-hardened basalt high in the peaks 
  of some unknown mountain range. Long ago, rumors 
  say, Surtur waged war with the Elemental Lords, 
  sending wave upon wave of fire giant legions to beat 
  back the forces of Imix. Titanic battles were fought on 
  the crimson plains, but in the end Surtur’s fire giants 
  were defeated.
  
  11
  Harried by Imix, Surtur was forced to flee so quickly that 
  he could not take the bulk of his accumulated wealth 
  with him. The fire giant god had his castle demolished 
  and his treasure buried beneath it in the mountains. 
  Gold and magic of the highest caliber were said to 
  rest in Surtur’s treasure vaults now lost to the ages. This 
  fabled site has brought many adventurers into the 
  Plane of Elemental Fire but so far none have returned 
  with any of the treasure.
  Volcano of the Destroyer
  The impressively gigantic Volcano of the Destroyer 
  is an imposing sight on the horizon for hundreds of 
  miles in any direction. It sits in the center of a rugged 
  mountain range where the lava flowing from its wide 
  opening creates rivers and lakes in the surrounding 
  valleys. Long ago this was the home of Imix, one of 
  the most powerful of the Elemental Lords of Fire, and 
  some scholars say it was where the great being was 
  born (or created, depending on the philosophical 
  viewpoint). The details of why Imix departed the site 
  are unknown.
  Titanic forces of a planar nature continually spew lava 
  from the volcano’s top, making this a dangerous site 
  for visitors. The heart of the Volcano of the Destroyer 
  may be the hottest point on the Plane of Elemental 
  Fire – the heat is capable of harming creatures who 
  are normally immune to fire. It is rumored that only 
  an Elemental Lord can withstand the dangerous 
  temperatures, though special high-level magic may 
  be of use for characters wishing to get to the center.
  Adventure Hooks
  The Plane of Elemental Fire is rife with adventure 
  opportunities for all types of characters of all levels. 
  Below are some examples that can be expanded 
  upon by an enterprising Dungeon Master.
  Low Level (1-5)
  Because of the inherent danger in traveling to the 
  Plane of Elemental Fire, low-level characters may 
  have to stay bound to their Prime Plane for a while. But 
  that doesn’t mean influence and dangers from the 
  fiery plane can’t come spilling out, pulling characters 
  into adventures that have their root in an outerplanar 
  source.
  •	
  On their Prime Plane a group of low-level 
  characters can chase a mysterious thief 
  through a gateway that leads to the City 
  of Brass. Thrust into a city with vastly more 
  powerful foes, the characters must tread 
  carefully to find the stolen object. Returning 
  then from the City of Brass can become an 
  adventure in and of itself!
  •	
  Flamelicker salamanders can make tough 
  opponents for inexperienced characters. 
  A single one, transported from the Plane of 
  Elemental Fire to the characters’ Prime Plane, 
  can still cause quite a few problems if it can 
  rally humanoids behind its cause. What cause 
  would drive a salamander from its home 
  plane?
  •	
  A cult dedicated to one of the Elemental 
  Lords of Fire can prove a dangerous foe in 
  an urban setting. Characters investigating a 
  series of arson fires may discover the culprits to 
  be followers of Imix intent on bringing glory to 
  their elemental master from the Prime Plane.
  Mid Level (6-10)
  By the time characters get a little experience under 
  their belts the possibility of outerplanar travel becomes 
  more of a reality. Preparing for a journey into the 
  wilds of the Plane of Elemental Fire offers trials and 
  tribulations all on its own, not to mention the schemes 
  of greedy efreet and other nefarious creatures.
  •	
  A magic-user associate of the characters 
  requires some exotic items from the Plane of 
  Elemental Fire in order to complete a new 
  powerful potion. The objects can send the 
  characters all across the plane searching for 
  such rare objects as wood from the Everburning 
  Forest, a few dozen fire fly carapaces intact, 
  burnberries from the slopes of the Volcano of 
  the Destroyer, and other exotic elements.
  •	
  Efreeti slave caravans pass into the Prime 
  Plane on a regular basis, and on their last trip 
  an up and coming efreeti managed to kidnap 
  someone of importance to the characters. 
  Bound by a slave collar and hauled off to 
  the City of Brass the characters must follow 
  and negotiate for their friend’s safety, likely 
  without violence – the efreeti is well positioned 
  in the city’s society but needs a favor or two 
  completed before it can be willing to release 
  one of its new slaves.
  •	
  The characters are approached by a stranger 
  who has managed to get a map showing a 
  secret island in the Great Burning Sea that 
  holds the wreck of a treasure-bearing vessel 
  of the Grand Sultan. The stranger needs brave 
  heroes to accompany him to the Plane of 
  Elemental Fire to find a boat, and then to 
  assist him in sailing the sea to recover the 
  treasure. Such an adventure would be filled 
  with all manner of dangerous encounters and 
  creatures, including the rightful owner of the 
  wreckage.
  
  12
  High Level (11+)
  The resources and options available to high level 
  characters can raise the stakes on any adventure. 
  No longer are they dealing with the plots and 
  machinations of small-time villains and organizations. 
  More dangerous and intractable foes present 
  themselves here with grand designs of how things 
  should work.
  •	
  The Grand Sultan of the efreet may seem 
  ignorant and lazy, but this is just a façade to 
  hide his multiplanar schemes. Currently he 
  has his eye set on a fabulous prize – achieving 
  Elemental Lord of Fire status. Towards that 
  end he has been seeking out citadels of the 
  defunct Ashen Palm knighthood through 
  proxies, and the characters find themselves 
  answering a distress call from the Plane of 
  Elemental Fire. One of the citadels is still 
  occupied by a handful of Ashen Palm knights 
  and they are besieged by mercenary forces. 
  The characters must break the siege and then 
  rescue the good-aligned knights, but this is but 
  the first step into a widespread move of the 
  Grand Sultan.
  •	
  Artifacts 
  are 
  dangerous 
  business, 
  and 
  sometimes they need to be destroyed for 
  good. The characters have put their hands 
  on a particularly dangerous item sought by 
  many parties, and the only way to get rid of 
  it is to hurl it into the Volcano of the Destroyer. 
  Finding the legendary site is difficult enough 
  without agents of the Grand Sultan and other 
  powerful foes trying to get the artifact first.
  •	
  On the Prime Plane a mysterious forest fire 
  rages out of control despite rain and magical 
  attempts to stop it. The source at the heart 
  of the blaze is a fire elemental of immense 
  proportions driven to consume the entire 
  Prime Plane at the behest of one of the 
  Elemental Lords of Fire. Stopping the titanic 
  fire elemental takes an intervention from the 
  Elemental Lord whose alien intelligence is 
  difficult to comprehend and work with. What 
  does such a being want?
  Random Encounter Tables
  The below table can be used by the Dungeon Master 
  as a source for inspiration when a party of characters 
  is traveling around the Plane of Elemental Fire. 
  Three separate tables are provided – one for urban 
  encounters, one for wilderness encounters, and one 
  for the Great Burning Sea. Creatures marked with an 
  asterisk (*) are modified versions of the regular variety 
  adapted to elemental fire.
  Urban (City of Brass or any reasonably-sized efreet 
  outpost)
  d100
  Encounter
  01-05
  Efreeti and entourage
  06-10
  Drow matron and house guards
  11-15
  Lich and skeleton warriors
  16-20
  High-level adventurer (level 10+1d10)
  21-25
  Group of mid-level adventurer (1d4+1, 
  each level 5+1d6)
  26-30
  Skilled pickpocket
  31-35
  Group of beggars and former slaves
  36-40
  Efreeti slave driver with slaves
  41-45
  Dao noble with earth elemental escort
  46-50
  Cultists of an Elemental Lord of Fire
  51-55
  Fire giant prince or princess
  56-60
  Red 
  dragon 
  polymorphed 
  into 
  a 
  wealthy human
  61-65
  Ogre mercenaries
  66-70
  Salamander flamekeeper
  71-75
  Evil Prime Plane noble
  76-80
  Group of demons (choose randomly)
  81-85
  Group of devils (choose randomly)
  86-90
  Pair of efreeti khedives
  91-95
  Fire elemental minions of the Grand 
  Sultan
  96-00
  Roll again twice
  
  13
  Wilderness
  d100
  Encounter
  01-05
  Efreet slave caravan
  06-10
  Salamander raiding party
  11-15
  Pack of cinderbones
  16-20
  Ash cloud
  21-25
  Fire roc*
  26-30
  Rain of fire
  31-35
  Magma ooze
  36-40
  Lava geyser
  41-45
  Cloud of fire flies (4d10)
  46-50
  Hot zone
  51-55
  Fire hounds on the hunt (2d8)
  56-60
  Blackout
  61-65
  Wild fire elementals (2d8)
  66-70
  Salamander village
  71-75
  Fire griffons* (2d6)
  76-80
  River of lava (1d100x10 feet wide)
  81-85
  Fire giant pilgrims (2d4)
  86-90
  Efreet outpost
  91-95
  Double-sized lava geyser
  96-00
  Roll again twice
  Great Burning Sea
  d100
  Encounter
  01-10
  Inferno wave
  11-20
  Fire roc*
  21-30
  Fire griffons* (1d8)
  31-40
  Lava geyser
  41-50
  Fire whale*
  51-60
  Lava zombies (2d10)
  61-70
  Rain of fire
  71-80
  Hot zone
  81-90
  Ash cloud
  91-99
  Magma oozes (2d4)
  00
  The wreckage of a seaworthy vessel
  
  This release of “Plane View - Elemental Fire” 
  is done under version 1.0 of the Open Gaming 
  License, and the System Reference Document 
  by permission from Wizards of the Coast, Inc. 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
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  System Reference Document 5.0 Copyright 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cut to the Chase/Cut to the Chase - DMP1 Plane View - Elemental Fire.pdf