Fire Elemental
Elemental · no Crown (Mundane)
T3d8Minor
Blazing inferno dancers, fire elementals ignite forests, their touch searing flesh.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 10 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fire Form
Immune to fire damage, sheds bright light for 30 ft, and can pour through gaps as narrow as 1 inch. A creature that touches it or strikes it with a melee attack within 5 ft takes 1 Vigor damage, and flammable objects it touches ignite.
Water Anathema
A thorough dousing (a bucket, a wave, a rainstorm) deals 3 damage to it, and it will not willingly cross open water.
Maneuvers
Blazing Charge
Surges up to 40 ft in a line of flame. Each creature it passes through must make a DC 15 Body save; on a failure it takes 3 damage and catches fire, taking 1 Vigor damage at the start of each of its turns until doused, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Rushes toward flammable targets using Blazing Charge. Ignites the environment to create hazards. Avoids water at all costs. Uses Fire Form to pass through enemies, leaving them burning.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.