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Fire Elemental

Adversaries Designed by Dodders

Adversary overview

A living flame the size of two large bonfires put together to make one mega-bonfire.

As far as the rules go, this is the Tier 1 Minor Fire Elemental but scaled up to Tier 2.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
9
Stress
3
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
15
Major Damage — Mark 2 HP Major
Mark 2 HP
28
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Elemental Blast
Range: Far
Damage: 2d10+6
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Scorched Earth
    stress 1

    Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 3d8 magic damage from the flames. Targets who succeed take half damage.

  • Explosion
    fear 1

    Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 2d8 magic damage and are knocked back to Far range.

Reactions

  • Consume Kindling

    Three times per scene, when the Elemental moves on objects that are highly flammable, consume them to clear a HP or a Stress.

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

Motives & tactics

Encircle enemies Grow in size Intimidate Start fires

Experiences

  • Incinerator +3

Fire Elemental

Tier 2 solo

A living flame the size of two large bonfires put together to make one mega-bonfire.

Motives & Tactics: Encircle enemies, Grow in size, Intimidate, Start fires

Difficulty: 15 | Thresholds: 15 / 28 | HP: 9 | Stress: 3

ATK: +4 | Elemental Blast: Far | 2d10+6 Magical

Experience: Incinerator +3

HP:

Stress:

Features

Relentless (2) – Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Scorched Earth – Action: Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 3d8 magic damage from the flames. Targets who succeed take half damage.

Explosion – Action: Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 2d8 magic damage and are knocked back to Far range.

Consume Kindling – Reaction: Three times per scene, when the Elemental moves on objects that are highly flammable, consume them to clear a HP or a Stress.

Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.