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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 20 | +5 | d10 |
| Cunning | 14 | +2 | d4 |
| Fate | 18 | +4 | d8 |
Passives
Progenitor Fire
Immune to fire damage; takes 1 additional damage from cold. Damage it deals cannot be healed by non-magical means.
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
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.
Soul Burn
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
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.