Fire Elemental
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
Standard attack
Features
Passives
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Relentless (2)
This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Actions
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Scorched Earthstress 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.
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Explosionfear 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
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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.
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
Motives & tactics
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.
Fire Elemental
As far as the rules go, this is the Tier 1 Minor Fire Elemental but scaled up to Tier 2.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Fire Elemental Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.