KING
Fire Elemental

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)

AC1010 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense16--
Heart12--
Cunning16--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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.

Passive

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

Maneuver

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.