18.10 Fire Elementals
Fire Elementals Lore
Planes DV 7: Fire elementals are formed from the pure essence of the Plane of Fire. They tend to be fast and agile, and they burn their opponents to ash in combat.
Planes DV 12: Fire elementals burn fast and bright, with little insulation from their surroundings. This makes them vulnerable to cold attacks, which can chill their very core.
HP 18 IP 14
Defenses Armor 9 Brawn 6 Fort 6 Ment 7 Ref 10
Immune Fire
Impervious Cold
Vulnerable Water
Movement 20 ft.
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Attributes 2, 4, 0, -3, 0, 2 | Alignment Neutral |
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Accuracy +2; Brawling +3 | Power 4; 4 ✨ |
Ember Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The ember makes a -2 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+1d6+2 damage. During its next action, the target takes 1d10+1d6+2 damage again, and any extra damage also applies to this damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Ignition ✨ | Standard action |
Tags: Fire
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The ember makes a +2 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+2 damage immediately and during each of the ember’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.
HP 31 IP 22
Defenses Armor 12 Brawn 11 Fort 9 Ment 10 Ref 12
Immune Fire
Impervious Cold
Vulnerable Water
Movement 30 ft.
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Attributes 4, 5, 0, -2, 0, 2 | Alignment Neutral |
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Accuracy +4; Brawling +6 | Power 8; 6 ✨ |
Kindled Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The kindled makes a +0 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+2d6+3 damage. During its next action, the target takes 1d10+2d6+3 damage again, and any extra damage also applies to this damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Fireball ✨ | Standard action |
Tags: Fire
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The kindled makes a +4 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.
Hit: 1d10+3 damage.
Miss: Half damage.
| Ignition ✨ | Standard action |
Tags: Fire
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The kindled makes a +4 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+5 damage immediately and during each of the kindled’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.
HP 50 IP 34
Defenses Armor 15 Brawn 14 Fort 11 Ment 12 Ref 14
Immune Fire
Impervious Cold
Vulnerable Water
Movement 40 ft.
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Attributes 5, 6, 0, -2, 0, 3 | Alignment Neutral |
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Accuracy +6; Brawling +8 | Power 11; 9 ✨ |
Bonfire Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The bonfire makes a +2 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+3d6+4 damage. During its next action, the target takes 1d10+3d6+4 damage again, and any extra damage also applies to this damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Fireball ✨ | Standard action |
Tags: Fire
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The bonfire makes a +6 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.
Hit: 1d10+1d6+4 damage.
Miss: Half damage.
| Ignition ✨ | Standard action |
Tags: Fire
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The bonfire makes a +6 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+8 damage immediately and during each of the bonfire’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.
HP 122 IP 82
Defenses Armor 17 Brawn 17 Fort 14 Ment 14 Ref 16
Immune Fire
Impervious Cold
Vulnerable Water
Movement 40 ft.
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Attributes 6, 6, 2, 1, 2, 3 | Alignment Neutral |
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Accuracy +9; Brawling +11 | Power 14; 11 ✨ |
Inferno Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The inferno makes a +5 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+5d6+5 damage. During its next action, the target takes 1d10+5d6+5 damage again, and any extra damage also applies to this damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Fireball ✨ | Standard action |
Tags: Fire
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The inferno makes a +9 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.
Hit: 1d10+3d6+5 damage.
Miss: Half damage.
| Ignition ✨ | Standard action |
Tags: Fire
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The inferno makes a +9 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+13 damage immediately and during each of the inferno’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.
HP 180 IP 120
Defenses Armor 20 Brawn 21 Fort 17 Ment 18 Ref 18
Immune Fire
Impervious Cold
Vulnerable Water
Movement 50 ft.
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Attributes 7, 7, 2, 2, 2, 4 | Alignment Neutral |
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Accuracy +11; Brawling +13 | Power 17; 14 ✨ |
Elder Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The elder makes a +7 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+6d6+7 damage. During its next action, the target takes 1d10+6d6+7 damage again, and any extra damage also applies to this damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Fireball ✨ | Standard action |
Tags: Fire
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The elder makes a +11 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.
Hit: 1d10+4d6+7 damage.
Miss: Half damage.
| Ignition ✨ | Standard action |
Tags: Fire
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The elder makes a +11 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+17 damage immediately and during each of the elder’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.