18.10 Fire Elementals
Fire Elementals Lore
Arcana DV 7: Fire elementals are native to Ignis, the fire planet. They tend to be fast and agile, and they burn their opponents to ash in combat.
Arcana 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 8 Brawn 5 Fort 5 Ment 6 Ref 9
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 ✨ |
Traits Simple-minded
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 immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed 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 11 Brawn 10 Fort 8 Ment 9 Ref 11
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 ✨ |
Traits Simple-minded
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 immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed 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 14 Brawn 13 Fort 10 Ment 11 Ref 13
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 ✨ |
Traits Simple-minded
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 immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed 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 16 Brawn 16 Fort 13 Ment 13 Ref 15
Movement 40 ft.
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Attributes 6, 6, 2, 1, 2, 3 | Alignment Neutral |
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Accuracy +10; Brawling +12 | Power 14; 11 ✨ |
Traits Simple-minded
Inferno Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The inferno makes a +6 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+5d6+5 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed 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 +10 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 +10 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 19 Brawn 20 Fort 16 Ment 17 Ref 17
Movement 50 ft.
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Attributes 7, 7, 2, 2, 2, 4 | Alignment Neutral |
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Accuracy +12; Brawling +14 | Power 17; 14 ✨ |
Traits Simple-minded
Elder Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The elder makes a +8 attack vs. Fortitude against something adjacent to it.
Hit: 1d10+6d6+7 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed 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 +12 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 +12 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.