Fire Elemental: Difference between revisions

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'''Inferno.''' ''15 ft Radius Natural Weapon.'' +6 vs FORT of all creatures in the radius. '''Hit:''' 13 (3d8) fire.
'''Inferno.''' ''15 ft Radius Natural Weapon.'' +6 vs FORT of all creatures in the radius. '''Hit:''' 13 (3d8) fire.


'''[[Fireball]] (3/Recoup).''' The Fire Elemental begins casting Fireball. It completes Fireball after meeting the Conjuring requirements.
'''[[Fireball]] (3/Recoup).''' The Fire Elemental begins casting Fireball. It completes Fireball after meeting the Conjuring requirements. END is it's magic attribute.  
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Latest revision as of 11:39, 8 November 2024

[Back to creatures]


Pure elementals are the incarnations of fire, water, earth, air, or combinations thereof. While some elementals have their Essence bound in humanoid form, others exist as unbound forces of nature. Direct descendants of the Ashyidir Conclave, elementals generally exhibit personalities and combat tactics reminiscent of the Archfae that shares their element.

Sometimes, Elementals in their pure form are trapped and used in occult rituals to create corrupted monsters that will serve the cultists that conjured them. Fireblights and Galepiercers are examples of the creatures created from such rituals.

Fire Elemental

Monster Level: 16
Large. Elemental
STR DEX END AWR INT CHA
1 6 4 3 -1 3
Ref: 16 Fort: 14 Ant: 13 Log: 9 Will: 13
Armor Rating 15 Immune Fire
Hit Points 145 Vulnerable Cold 1
Speed 30 ft Traits Immutable, Iron Will
Features
Luminous. The Fire Elemental sheds bright light for 40 ft, and dim light for an additional 40 ft.

Kindling. If the Fire Elemental begins its turn in a space that has an open source of flame, it regains 4 (1d8) HP.

Body of Flame. If the Fire Elemental ends its turn on a space with flammable materials, that space ignites into open flame.

Heated Body. Any creature that makes a melee weapon attack against the Fire Elemental takes 2 (1d4) fire damage.

Actions

The Fire Elemental can take FOUR of the following actions, or take the same action four times.

Move. The Fire Elemental can move up to its speed.

Flame Burst. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 8 (1d4+6) fire and the creature gains Burning (1d4).

OR the Fire Elemental can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Fire Elemental can move up to its speed.

Inferno. 15 ft Radius Natural Weapon. +6 vs FORT of all creatures in the radius. Hit: 13 (3d8) fire.

Fireball (3/Recoup). The Fire Elemental begins casting Fireball. It completes Fireball after meeting the Conjuring requirements. END is it's magic attribute.