KING
First-Flame Elemental

First-Flame Elemental

Elemental · no Crown (Meridian)

T5d12Sovereign

A twenty-foot pillar of progenitor fire that burns the soul itself, dealing damage that cannot be healed by non-magical means and overwhelming those of matching progenitor-line with ecstatic visions.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 10 / Vitality 30  ·  AC 14  ·  ATK +9  ·  Save DC 19  ·  Dmg d12

AC1410 base + 4 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+9d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart20+5d10
Cunning14+2d4
Fate18+4d8

Passives

Passive

Progenitor Fire

Immune to fire damage; takes 1 additional damage from cold. Damage it deals cannot be healed by non-magical means.

Passive

Immolation Aura

A creature that starts its turn within 30 ft takes 1 Vigor damage as the air itself ignites. Flammable objects in the aura catch fire.

Maneuvers

Maneuver

Flame Stride

Moves up to 40 ft, igniting everything flammable in its path.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Soul Burn

Telegraph · disrupt d6 · Heart save

The pillar bends toward one creature within 30 ft and burns its soul directly. Heart save (DC 19): on a failure the target takes 5 damage that cannot be healed by non-magical means; on a success it takes 1 Vigor damage.

Reactions

Reaction

Heat Shield

When a creature hits it with a melee attack, the attacker takes 1 Vigor damage from the searing backwash.

Tactics

GM tactics

The first-flame elemental is not hostile by nature but cannot control its destructive presence. Everything nearby ignites. Heat Shield answers those who close with it, and Soul Burn answers anyone who keeps at it. Cold and Fading-light attacks are the most effective counters.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.