Fire Elemental
Common Fire Elemental
Power Level: 1340 | CR: 5 | Size: Medium |
---|---|---|
Strength: 0 | Dexterity: 2 | Mind: 1 |
Fortitude: 0 | Reflex: 2 | Willpower: 1 |
Vitality: 0 | Life Points: 0 | |
Base Attack Bonus: 0 | Damage Reduction: 0 | |
Defense Bonus: +2 | Parry Bonus: 0 | |
Combat Speed: 30ft Fly | Agility: 1 | Footwork: 0 |
Magic Reserve: 56sil | Magic Potency: 3 | Magic Energy Threshold: 8sil |
Awareness: +2 | Climb: 0 | Insight: +2 |
Jump: +0 | Open Lock: 0 | Sleight of Hand: +0 |
Speech: +2 | Stealth: +0 | |
Attack 1 | Flamethrower +3 MP vs Reflex | 2d10+3 Energy Damage + 1d10+3 Energy Damage every round until put out |
Attack 2 | Firebolt +3 MP vs Ranged Defense | 2d10+3 Energy Damage + 1d10+3 Energy Damage every round until put out |
Attack 3 | Inferno + 3 MP vs Reflex | 4d10+9 Energy Damage + 1d10+3 Energy Damage every round until put out |
Attack 4 | Body of the Sun + 3MP vs Fortitude | 1d10+3 Energy Damage |
Fighting Style
Fire elementals fight with a burning fury. If aggravated, they will manifest a form that looks like a man-sized reptile made of pure flame. This form burns with the same heat as an actual fire and will harm any who get too close. They often unleash a variety of fire based attacks such as Flamethrower, Firebolt, and Inferno in order to set their victims ablaze. If their magic reserve is running low, they will use their Absorb Flame spell on their burning victims to restore it and continue their onslaught. Their fiery bodies are completely incorporeal making them completely immune to all forms of physical combat and half all the damage from energy damage. Like ghosts, fire elementals possess irrational minds fixated on completing their unfinished business.Spell Attacks
Flamethrower
Components: 6 silCasting Type: Full Action
Range: Self
Area of Effect: Cone 20ft long
Duration: Until flames are put out
Saving Throw: Reflex vs Magic Potency
Effect: All targets within the area of effect take 2d10+1*Magic Potency in energy damage and 1d10+1xMP of energy damage at the end of the targets’ next turn unless someone uses a swift action to put out the flames. The burning effect stacks with each successful hit with this spell. A successful opposed reflex check halves this damage and negates the burning effect.
Firebolt
Components: 4silCasting Type: Full Action
Range: 150ft
Duration: Instant
Saving Throw: Defense Roll vs Magic Potency
Effect: Targets hit by this spell take 2d10+1x Magic Potency in energy damage plus an additional 1d10+1x Magic Potency at the end of the target’s next turn. This burning effect only happens once. The target may expend their swift action to negate the burning effect. A successful defense roll negates the initial damage as well as the burning effect.
Inferno
Components: 10 silCasting Type: Full Action
Range: 40ft
Area of Effect: 90-degree cone
Duration: Instant
Saving Throw: Reflex to half vs Magic Potency
Effect: All targets within the area of effect take 4d10+3*Magic Potency in energy damage and 1d10+1xMP of energy damage at the end of the targets’ next turn unless someone uses a swift action to put out the flames. A successful opposed reflex check halves this damage and negates the burning effect.
Absorb Flame
Components: FireCasting Type: Swift action
Range: 60ft
Area of Effect: 30ft radius sphere
Duration: Instant
Effect: All flames within the area of the spell are immediately quenched. You gain a small pool of temporary magic energy that you can use to cast your spells based on how large of a flame was quenched with this spell. You can roughly determine the size of flames by comparing them to creature size categories. Small flames are worth 4 sil, medium flames are worth 8 sil, and large flames are worth 16 sil. Targets that are on fire from a thermokinesis spell count as small fires. You cannot store more than 20 sil at a time using this spell. This temporary magic energy must be used before 10 minutes have passed or it will disappear.
Body of the Sun
Components: 6 silCasting Type: Full Action
Range: Self
Area of Effect: 10ft radius sphere
Duration: 10 rounds
Saving Throw: Fortitude vs Magic Potency
Effect: All targets who pass through the area or start there turn in it take 1d10 + 1xMP energy damage unless they win an opposed fortitude save to halve the damage.
How to Fight a Fire Elemental
Fire elementals are not always immediately hostile. As emotional and irrational as they may be, you may still be able to have a limited conversation with an earth elemental so long as you don't say or do anything that would aggravate them.If you must fight a fire elemental, you better be prepared to get burned. Completely dousing yourself in water will allow you to avoid taking the burning damage from at least 2 of their spells, but will likely be completely evaporated after that. Do not waste effort trying to swing your weapon at them. You will only be harmed by their scorching body with nothing to show for it. Even silver weapons have no effect on them. Energy damage is also only half as effective as normal; however, any damage done to their manifested form is also subtracted from their magic reserve. Once it is depleted, they will disappear for a while.
Even if you burn away an elemental's magic reserve, it will only re-manifest itself once its magic reserve has replenished. Only by satisfying the spirit's unfinished business can you be rid of it forever. It is nearly impossible to fool a spirit into believing its business is resolved unless you pull off an incredibly realistic ruse. This is a difficult thing to do, but it is far more humane than the alternative.
It is possible to defeat elementals without satisfying their unfinished business; however, the method of doing so is no easy task. There is a ritual known as the Ritual of Passing that can be performed by well-practiced Quest Lords with 4 ranks in the profession. All that is required is that you find the corpse of the elemental in question and light it ablaze while perfectly executing the incantation and precisely scripting the required glyphs. If you can successfully pull off this ritual, the elemental will be unbound from this world and tossed into purgatory forever to find its own way in the afterlife. The elemental will often guard its body fiercely so prepare yourself to fight it if you approach its corpse. This method has been deemed inhumane by some Quest Lord masters, but if lives are at stake, anything is on the table. Beware using this ritual, for there is a 30% chance it will transform the elemental into an elemental wraith rendering the ritual useless and leaving you with a much more deadly spirit to deal with.
Weapon Arts/Arcane Arts
• Agility 1 rank• Combat Maneuvers
• Magic Reserve 3 ranks
• Meditation Practice
• Meditation Mastery
• Silent Casting
• Still Casting
• Thermokinesis Journeyman
• Flamethrower
• Firebolt
• Quench Flame
• Inferno
• Absorb Flame
• Body of the Sun
Additional Information
Uses, Products & Exploitation
CR x 5 Aether found in ectoplasm left after the elemental is destroyed for good, 1lb
Lifespan
5-20 Years before becoming an elemental wraith
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