Storm Elemental
A sentient storm bound to other elements like earth or clouds to maintain a form.
Motives & Tactics: Push, Shock, Summon, Hide
A sentient storm bound to other elements like earth or clouds to maintain a form.
Before they make their first attack in a fight or after they become Hidden, the Elemental is indistinguishable from other clouds until their next attack or a PC succeeds on an Instinct Roll to identify them.
When the PCs enter the scene activate a Life Surge countdown (6). This countdown ticks down when a PC rolls with Fear. When the countdown ends, Spend 2 Fear to summon a Minor Earth Elemental at target grounded location within Far range. Spend a Fear to restart the countdown.
Once per scene, unleash a devastating area attack affecting all enemies within Close range, dealing 1d12 damage. Mark a Stress to use more than once per scene.
Mark a Stress to choose a point within Far range. The ground within Very Close range of that point is a calm safe-zone. All creatures within Close and Far range must make an Agility or Strength Reaction Roll. Targets who fail take 3d8 magic damage from the storm. Targets who succeed take half damage.
Three times per scene, when the Elemental moves on top of a cloud or source of air, consume them to clear an HP or a Stress.
Tier 2 skulk
A sentient storm bound to other elements like earth or clouds to maintain a form.
Motives & Tactics: Push, Shock, Summon, Hide
Difficulty: 15 | Thresholds: 15/27 | HP: 7 | Stress: 4
ATK: +2 | Elemental Blast: Far | 2d10 + 4 Magical
Experience: Huffing and Puffing +3
HP:
STRESS:
A sentient storm bound to other elements like earth or clouds to maintain a form.
Motives & Tactics: Push, Shock, Summon, Hide
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No subclasses available.
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