"Flamesworth" (Dkinny's Monster Character)
"Flamesworth"
Name - "Flamesworth"
Player - [PH]BlueFlame (Dkinny)
Species - Fire Elemental
Size - Medium
Gender - None
Hit Points - 12 (3d6 +Resistance Modifier)
Speed - 30
Initiative - +1
Proficiency Bonus - +1
Permanence - 18
Senses - Light vision 60ft.
Class - Paladin
Lvl - 1
Exp -
Armor
You wear a set of half-plate. Your permanence is 16 plus your resistance modifier (15).
Weapons/Attacks
- Breath Weapon: Fire - The elemental breaths a plume of flame in a 20ft long cone towards their target. This plume ignites flammable objects and deals critical damage to plant-based species unless they make a reflex (dexterity) saving throw of 17. If they succeed, they take regular damage. This attack deals 5d6 fire damage plus the elemental's might (strength) modifier, and must recharge for 5 turns after being used.
- Burning Touch - The elemental touches or comes in contact with their enemy, dealing 1d10 fire damage for the turn. This attack is based on the Burning Touch ability.
- Fireball - The elemental shoots a fireball from their palm, dealing 1d6 fire damage for each time they hit with this. Fireball can be dual-cast (it can be a double-attack, making it 2d6).
Weapon - You carry a warhammer. 1d10 bludgeoning damage plus your might (strength) modifier, and an additional 1d4 of fire damage thanks to your burning touch (maximum of 18 damage).
Resistances - Bludgeoning, piercing, and slashing.
Immunities - Fire, paralyzed, poison, and unconscious.
Weaknesses - Water.
Feats and Abilities
- Burning Touch - Fire elementals are hot to the touch! If an enemy makes a physical attack against them, or otherwise comes in contact, they take 1d10 fire damage. Friendly characters are unbothered by the elementals form, and may only experience a sensation not unlike moving-water, and intense heat.
- Ignite - Elementals can ignite flammable objects at will, provided they are touching them.
- Illuminant - Fire elementals give off their own light in a 30ft radius around themselves.
- Lightweight - Fire elementals are are light enough to levitate several feet above the ground, and take no fall damage.
- Plasma Form - Fire elementals are made of a non-solid, plasma based form, such as fire. As a result, they may pass through areas as narrow as 1 inch wide without issue.
Proficiencies
- Intimidation.
DREAM Score
Dex - 13 (+1)
Res - 15 (+2)
Enl - 10 (+0)
All - 10 (+0)
Mig - 18 (+4)
Skills
- Acrobatics (Dex) (+1)
- Arcane (Enl) (+0)
- Athletics (Mig) (+4)
- Deception (All) (+0)
- Diplomacy (All) (+0)
- History (Enl) (+0)
- Insight (Enl) (+0)
- Intimidation (All) (+1)
- Investigation (Enl) (+0)
- Medicine (Enl) (+0)
- Nature (Enl) (+0)
- Perception (Enl) (+0)
- Performance (All) (+0)
- Persuasion (All) (+0)
- Sleight of Hand (Dex) (+1)
- Stealth (Dex) (+1)
- Survival (Enl) (+0)
Inventory
Species
Children
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