18.10 Fire Elementals

PIC

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.

Ember

Level 4 Skirmisher

Small planeforged

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

Accuracy +2; Brawling +3

Power 4; 4 ✨

Traits Nonliving Soulless

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.

Kindled

Level 8 Skirmisher

Medium planeforged

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

Accuracy +4; Brawling +6

Power 8; 6 ✨

Traits Nonliving Soulless

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.

Bonfire

Level 12 Skirmisher

Large planeforged

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

Accuracy +6; Brawling +8

Power 11; 9 ✨

Traits Nonliving Soulless

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.

Inferno

Level 16 Skirmisher

Large planeforged

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

Accuracy +9; Brawling +11

Power 14; 11 ✨

Traits Nonliving Soulless

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.

Elder

Level 20 Skirmisher

Huge planeforged

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

Accuracy +11; Brawling +13

Power 17; 14 ✨

Traits Nonliving Soulless

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.