Vicious Phaethon: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 31
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Threat
| Role | Threat
   <!-- Values: Heavy, Henchman, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Associated-Role-Notes | [[Immortal Fire Elemental]]
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}| Associated-Role-Notes | [[Puissant Fire Elemental]]
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank  -->
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank  -->
   <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                        -->
   <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                        -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | The Phaethon is a being from a higher energy state of existence, an Outer Plane which is closer to the Plane of Power than our own.  Phaethons do not like being summoned to the Prime Material, a place they consider to be cold and dull.  Given the gigantic power of the Phaethon, they usually break free of their summoners quickly and begin to amuse themselves by burning everything they can reach.  Phaethons normally travel by turning gaseous and burning their way through the earth, leaving behind either smooth tunnels roughly ten feet in diameter or a myriad of tiny channels a few inches across, as the whim takes them.
| Description | '''''This monster frequently has the Threat role, but may be set to other roles if desired.'''''


:Phaethons usually look like roiling masses of brilliant hot flames, but they are actually composed of a rare eldritch material called phlogistonThey can be solid or gaseous, transparent, translucent, or opaque, hot or room temperature, and they can vary their shape at willPhaethons normally look like ragged masses of gas, and may or may not emit incredible amounts of heat.  They can also turn solid, and when they do their strength is unwordlyPhlogiston is extremely rare and valuable, because the main way to get it is to confront a Phaethon, and nobody wants to do that.
The Phaethon is a being from a higher energy state of existence, an Outer Plane which is closer to the Plane of Power than our ownPhaethons do not like being summoned to the Prime Material, a place they consider to be cold and dullGiven the gigantic power of the Phaethon, they usually break free of their summoners quickly and begin to amuse themselves by burning everything they can reachPhaethons normally travel by turning gaseous and burning their way through the earth, leaving behind either smooth tunnels roughly ten feet in diameter or a myriad of tiny channels a few inches across, as the whim takes them.


:They may, if they wish, exactly mimic flames.  Unlike normal flames, they do not need to burn red and orange unless they are seeking to 'blend in' to their surroundingsPhaethons can burn green, blue, purple, yellow, orange or red if they wish, and indeed, they frequently use color changes to punctuate their moods.   
Phaethons usually look like roiling masses of brilliant hot flames, but they are actually composed of a rare eldritch material called phlogistonThey can be solid or gaseous, transparent, translucent, or opaque, hot or room temperature, and they can vary their shape at will.  Phaethons normally look like ragged masses of gas, and may or may not emit incredible amounts of heat.  They can also turn solid, and when they do their strength is unwordlyPhlogiston is extremely rare and valuable, because the main way to get it is to confront a Phaethon, and nobody wants to do that.


:Unlike normal flames, Phaethons are self-sustaining and do not need fuel to burn.  Phaethons are not extinguished or even harmed by water, and have a great time boiling lakes and rivers when they come across such thingsA Phaethon's un-natural flame is composed of both fire and positive energy, which is what gives it its eternal nature.
They may, if they wish, exactly mimic flames.  Unlike normal flames, they do not need to burn red and orange unless they are seeking to 'blend in' to their surroundings.  Phaethons can burn green, blue, purple, yellow, orange or red if they wish, and indeed, they frequently use color changes to punctuate their moods.   


:Phaethons are intelligent enough to recognize that being summoned to the Prime Material is bad for their health.  Phaethons are smart enough to seek a way to escape back to their native realms, but this is balanced out by their utter evil and giggling joy in murder and destruction.  A Phaethon may seek out a wizard to get itself off the Material, but it will be a real test of attention span as to whether the Phaethon will burn the wizard before or after the portal is arranged.
Unlike normal flames, Phaethons are self-sustaining and do not need fuel to burn.  Phaethons are not extinguished or even harmed by water, and have a great time boiling lakes and rivers when they come across such things.  A Phaethon's un-natural flame is composed of both fire and positive energy, which is what gives it its eternal nature.


:Phaethons are deeply, utterly, Chaotic Evil.  Nothing else matters except as a source of amusement, and Phaethons love burning things more than any other activity.   
Phaethons are intelligent enough to recognize that being summoned to the Prime Material is bad for their health.  Phaethons are smart enough to seek a way to escape back to their native realms, but this is balanced out by their utter evil and giggling joy in murder and destruction.  A Phaethon may seek out a wizard to get itself off the Material, but it will be a real test of attention span as to whether the Phaethon will burn the wizard before or after the portal is arranged.
 
Phaethons are deeply, utterly, Chaotic Evil.  Nothing else matters except as a source of amusement, and Phaethons love burning things more than any other activity.   
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Chaotic Evil
| Alignment | Chaotic Evil
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
| Type | Outsider
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Elemental
| Subtype | Elemental
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision = Y
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision =
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range = 360
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =


| Senses = [[Standard Senses]], [[Blind]] to Vision, [[Blindsense]] 360 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                    -->


| NudgePerception = +4
| NudgePerception = +4
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| NudgeAC = +1
| NudgeAC = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFFAC =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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| StrongAgainst = '''''Immune (no effect):''''' {{dmg|Fire}}
| StrongAgainst = '''''Immune (no effect):''''' {{dmg|Fire}}
:* '''''Immune (no effect):''''' {{dmg|Positive}}
* '''''Immune (no effect):''''' {{dmg|Positive}}
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 120 ft., [[Earth Glide]] 120 ft., see Firewalk, below.
 
   <!-- List the move type and distance (in feet). (E.g. [[Lesser Climb]] 40 ft.) -->
   <!-- MOVE TYPES -->
  <!--   [[Vaulting]]                                          -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = 120
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed = 120
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text = SPECIAL: See 'Firewalk' power, below
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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   <!-- If not blank, this attack will do no damage, and instead list this value                            -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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   <!-- If not blank, this attack will do no damage, and instead list this value                            -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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   <!-- If not blank, this attack will do no damage, and instead list this value                            -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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   <!-- If not blank, this attack will do no damage, and instead list this value                            -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes = 7x7 area of effect.
| RangedAtkNotes = Reflex save, DC {{Save-DC}}, for half damage.
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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   <!-- If not blank, this attack will do no damage, and instead list this value                            -->
   <!-- If not blank, this attack will do no damage, and instead list this value                            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit = 35-foot blast (7x7) area of effect
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName =  
| SiegeAtkName = Rending Flames
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 606: Line 651:
| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Move Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = As a move action, the phaethon may arrange it's 16 squares of space in any way it likes.  If it arranges them to completely surround a creature's space, that creature is considered swallowed and is removed from the board to the inside of the phaethon until they escape or die.  These spaces must be contiguous, though diagonals are allowed.  This movement does not provoke attacks of opportunity.
| Ability-1-Description = As a move action, the phaethon may arrange its 16 squares of space in any way it likes.  If it arranges them to completely surround a creature's space, that creature is considered swallowed and is removed from the board to the inside of the phaethon until they escape or die.  These spaces must be contiguous, though diagonals are allowed.  This movement does not provoke attacks of opportunity.


:Any creature affected by Engulfing Flames receives the [[Burned]] condition automatically, and it cannot be removed until they are outside the phaethon.
Any creature affected by Engulfing Flames receives the [[Burned]] condition automatically, and it cannot be removed until they are outside the phaethon.


:To escape Engulfing flames, creatures may make a Maneuver Offense roll against the Phaethon's Maneuver Defense (DC of {{Maneuver-Defense}}).  Failing that, engulfed creatures may simply attack the phaethon.  If they inflict {{Hit-Points|n=0.2|op=mult}} points of damage to the Phaethon's internals, they 'cut their way free' and are placed back into play somewhere adjacent to the Phaethon's current space (player's choice).  Note that damage inflicted to escape a phaethon's Engulfing Flames does not count against defeating the phaethon, escaping a Phaethon's Engulfing flames does not disable the power, and every creature engulfed must do the damage separately to escape.
To escape Engulfing flames, creatures may make a Maneuver Offense roll against the Phaethon's Maneuver Defense (DC of {{Maneuver-Defense}}).  Failing that, engulfed creatures may simply attack the phaethon.  If they inflict {{Hit-Points|n=0.2|op=mult}} points of damage to the Phaethon's internals, they 'cut their way free' and are placed back into play somewhere adjacent to the Phaethon's current space (player's choice).  Note that damage inflicted to escape a phaethon's Engulfing Flames does not count against defeating the phaethon, escaping a Phaethon's Engulfing flames does not disable the power, and every creature engulfed must do the damage separately to escape.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 649: Line 698:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Automatic after ranged attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
Line 655: Line 708:
| Ability-2-Description = Areas subjected to the Firestorm ranged attack (see above) catch on fire and remain burning until the end of the encounter.  This is natural fire (not magical), and deals {{Special-Swift-Dmg}} points of {{dmg|fire}} damage to any creature that begins its turn in any affected square.  This fire does no damage to unattended objects, though the Phaethon itself can deal siege damage, if it so chooses.
| Ability-2-Description = Areas subjected to the Firestorm ranged attack (see above) catch on fire and remain burning until the end of the encounter.  This is natural fire (not magical), and deals {{Special-Swift-Dmg}} points of {{dmg|fire}} damage to any creature that begins its turn in any affected square.  This fire does no damage to unattended objects, though the Phaethon itself can deal siege damage, if it so chooses.


:Note that the Phaethon may use the burning area left by this attack to utilize its Firewalk and Engulfing Flames abilities.  
Note that the Phaethon may use the burning area left by this attack to utilize its Firewalk and Engulfing Flames abilities.  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 690: Line 743:
| Ability-3-Type = Su
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Automatic
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
Line 696: Line 753:
| Ability-3-Description = Any time the Phaethon takes a move action to move (including when it uses its Engulfing Flames ability), it can immediately teleport to any space it can perceive which is on fire as a free action just prior to executing the move action.  Note that any fire large enough to fill at least one square (such as a campfire) is adequate for the Phaethon to use this ability.
| Ability-3-Description = Any time the Phaethon takes a move action to move (including when it uses its Engulfing Flames ability), it can immediately teleport to any space it can perceive which is on fire as a free action just prior to executing the move action.  Note that any fire large enough to fill at least one square (such as a campfire) is adequate for the Phaethon to use this ability.


:Furthermore, the Phaethon is permanently under the effects of a Feather Fall spell, though it can dismiss it and reactivate it as a free action any time it wishes. Unless otherwise noted, this ability is always on.
Furthermore, the Phaethon is permanently under the effects of a Feather Fall spell, though it can dismiss it and reactivate it as a free action any time it wishes. Unless otherwise noted, this ability is always on.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 731: Line 788:
| Ability-4-Type = Su
| Ability-4-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required = Automatic
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
Line 770: Line 831:
| Ability-5-Type = Su
| Ability-5-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-5-Description = As a swift action, the Phaethon may spawn an [[Immortal Fire Elemental]] out of its own flesh.  The elemental attacks as commanded and is utterly loyal. At the beginning of a combat, a Phaethon may have anywhere from none to a horde of these elementals as attendants, depending upon the situation.
| Ability-5-Description = As a swift action, the Phaethon may spawn a [[Puissant Fire Elemental]] out of its own flesh.  The elemental attacks as commanded and is utterly loyal. At the beginning of a combat, a Phaethon may have anywhere from none to a horde of these elementals as attendants, depending upon the situation.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 805: Line 870:
<!--  SPECIAL ABILITY 6  -->
<!--  SPECIAL ABILITY 6  -->


| Ability-6-Name = Deathstorm
| Ability-6-Name =  


| Ability-6-Type = Su
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-6-Description = The first time a phaethon is reduced to zero hit points, it explodes in a massive ''deathstorm'', inflicting {{Special-Alpha-Dmg}} points of {{dmg|scouring}} damage to all creatures within 100 feet (20 squares) of any part of its space, and inflicting [[Burned]] on all enemies who have faced it in this battle, even if they have fled the field of combat, even across dimensions.  Any creature that was engulfed by the Phaethon is immediately freed, and placed in an unblocked, unoccupied square of the Phaethon's choosing, adjacent to its space (and are subject to the damage effect of the ''deathstorm''). There is no save for this effect.
| Ability-6-Description =  
 
: Until the start of its next turn, the Phaethon is untargetable, and cannot sustain damage or gain any conditions.  Any conditions it was suffering under prior to being reduced to zero hit points are immediately removed. 
 
: At the start of the Phaethon's next turn, it reforms anywhere in the area affected by the deathstorm, healed up to half its maximum number of hit points ({{Hit-Points|n=0.5|op=mult}} hit points) and may act with its full set of actions for the round (standard, move, swift, and optionally, action point).
    
    
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 852: Line 917:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 891: Line 960:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 929: Line 1,002:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 935: Line 1,012:
| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name = Deathstorm
| Role-Only--Replace-Rez-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description = The first time a phaethon is reduced to zero hit points, it explodes in a massive ''deathstorm'', inflicting {{Special-Standard-Dmg}} points of {{dmg|scouring}} damage to all creatures within 100 feet (20 squares) of any part of its space, and inflicting [[Burned]] on all enemies who have faced it in this battle, even if they have fled the field of combat, even across dimensions.  Any creature that was engulfed by the Phaethon is immediately freed, and placed in an unblocked, unoccupied square of the Phaethon's choosing, adjacent to its space (and are subject to the damage effect of the ''deathstorm''). There is no save for this effect.
Until the start of its next turn, the Phaethon is untargetable, and cannot sustain damage or gain any conditions.  Any conditions it was suffering under prior to being reduced to zero hit points are immediately removed. 
At the start of the Phaethon's next turn, it reforms anywhere in the area affected by the deathstorm, healed up to half its maximum number of hit points ({{Hit-Points|n=0.5|op=mult}} hit points) and may act with its full set of actions for the round (standard, move, swift, and optionally, action point).
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 965: Line 1,504:
| CombatTactics = A Phaethon lives to burn.  It will usually begin a fight by firing Firestorms as a full attack action, then spending an action point to teleport into the fire and Engulf as many foes as it can manage.
| CombatTactics = A Phaethon lives to burn.  It will usually begin a fight by firing Firestorms as a full attack action, then spending an action point to teleport into the fire and Engulf as many foes as it can manage.


:Once it has foes engulfed, it will attack in melee, or fire a firestorm far away and teleport into it to force allies of the engulfed to chase it. Any time it is attacked, it's phogiston body burns the attacker, so it will certainly not attempt to hide from attackers.
Once it has foes engulfed, it will attack in melee, or fire a firestorm far away and teleport into it to force allies of the engulfed to chase it. Any time it is attacked, its phogiston body burns the attacker, so it will certainly not attempt to hide from attackers.


:Once its deathstorm ability has triggered it will redouble its attacks, laughing in innocent glee the entire time.
Once its deathstorm ability has triggered it will redouble its attacks, laughing in innocent glee the entire time.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat =  
| OutOfCombat =  

Latest revision as of 21:57, 11 February 2023

Vicious Phaethon (ThreatCR 34)

Chaotic Evil - Gargantuan - Outsider (Elemental)
Lore: Know (Planes)
69 86
Basic DC Full DC
Initiative
Initiative Icon 2.png
64
Perception:
72 +62
Passive Active
Ambush:
14+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
61
Man Def
Shield Icon 3.png
70
Monster Health
14,220 7,110 73
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +38
Refl: +38
Will: +33

Strong Against:

  • DR 34/-
  • (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Elemental 1) Hardened (½ damage): precision damage, critical hits
  • (Elemental 2) Immune (no effect): bleeds (bruised, bleed, ruptured), poisons (tainted, poisoned, blighted).
  • (Elemental 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • Immune (no effect): Fire (energy, common)
  • Immune (no effect): Positive (energy, uncommon)

Weak Against:

  • Vulnerable (1.5x damage): Cold (energy, common)

Offense

Size: Gargantuan
20 ft. 20 ft.
Space Reach
To-Hit
+46
Sword Icon 3.png
Man Off
+58
Sword Icon 3.png
Action
3
Points

Standard Attack (Melee):

  • 2x Fiery Tendrils +46 (6d8+123/19-20 x2)
    as scouring (energy, uncommon)

Full Attack (Melee):

  • 4x Fiery Tendrils +46 (6d8+123/19-20 x2)
    as scouring (energy, uncommon)

Standard Attack (Ranged):

  • 2x Firestorm (35-foot blast (7x7) area of effect -- auto-hit) (6d8+123/19-20 x2)
    as scouring (energy, uncommon)
    (Increment: 300 ft.; Max Range: 300 ft.)
    Reflex save, DC 46, for half damage.

Full Attack (Ranged):

  • 4x Firestorm (35-foot blast (7x7) area of effect -- auto-hit) (6d8+123/19-20 x2)
    as scouring (energy, uncommon)
    (Increment: 300 ft.; Max Range: 300 ft.)
    Reflex save, DC 46, for half damage.

Siege Damage:

  • 1x Rending Flames +58 (4d6)

Statistics

58
STR
35
DEX
36
CON
8
INT
18
WIS
36
CHA

Skills:

Languages: Ackakackl, Common

Feats:

Special Abilities

Engulfing Flames (Ex) Move Action

As a move action, the phaethon may arrange its 16 squares of space in any way it likes. If it arranges them to completely surround a creature's space, that creature is considered swallowed and is removed from the board to the inside of the phaethon until they escape or die. These spaces must be contiguous, though diagonals are allowed. This movement does not provoke attacks of opportunity.

Any creature affected by Engulfing Flames receives the Burned condition automatically, and it cannot be removed until they are outside the phaethon.

To escape Engulfing flames, creatures may make a Maneuver Offense roll against the Phaethon's Maneuver Defense (DC of 70). Failing that, engulfed creatures may simply attack the phaethon. If they inflict 2844 points of damage to the Phaethon's internals, they 'cut their way free' and are placed back into play somewhere adjacent to the Phaethon's current space (player's choice). Note that damage inflicted to escape a phaethon's Engulfing Flames does not count against defeating the phaethon, escaping a Phaethon's Engulfing flames does not disable the power, and every creature engulfed must do the damage separately to escape.

Firestorm (Ex) Automatic after ranged attack

Areas subjected to the Firestorm ranged attack (see above) catch on fire and remain burning until the end of the encounter. This is natural fire (not magical), and deals 6d6+84 points of fire (energy, common) damage to any creature that begins its turn in any affected square. This fire does no damage to unattended objects, though the Phaethon itself can deal siege damage, if it so chooses.

Note that the Phaethon may use the burning area left by this attack to utilize its Firewalk and Engulfing Flames abilities.

Firewalk (Su) Automatic

Any time the Phaethon takes a move action to move (including when it uses its Engulfing Flames ability), it can immediately teleport to any space it can perceive which is on fire as a free action just prior to executing the move action. Note that any fire large enough to fill at least one square (such as a campfire) is adequate for the Phaethon to use this ability.

Furthermore, the Phaethon is permanently under the effects of a Feather Fall spell, though it can dismiss it and reactivate it as a free action any time it wishes. Unless otherwise noted, this ability is always on.

Fiery Phlogiston (Su) Automatic

Anyone who makes an attack against the Phaethon suffers 6d6+84 points of scouring (energy, uncommon) damage the first time they do so each round. This includes melee, ranged, and touch attacks of all kinds, or including the phaethon in an area of effect, or trying to inflict ability drain, essence destruction, status conditions, or any other hostile act. The GM adjudicates any unusual effects, but is encouraged to err on the side of 'burning everything'.

Spawn Elemental (Su) Swift Action

As a swift action, the Phaethon may spawn a Puissant Fire Elemental out of its own flesh. The elemental attacks as commanded and is utterly loyal. At the beginning of a combat, a Phaethon may have anywhere from none to a horde of these elementals as attendants, depending upon the situation.

Deathstorm (Su; Threat Role) Auto Upon Death

The first time a phaethon is reduced to zero hit points, it explodes in a massive deathstorm, inflicting 6d8+123 points of scouring (energy, uncommon) damage to all creatures within 100 feet (20 squares) of any part of its space, and inflicting Burned on all enemies who have faced it in this battle, even if they have fled the field of combat, even across dimensions. Any creature that was engulfed by the Phaethon is immediately freed, and placed in an unblocked, unoccupied square of the Phaethon's choosing, adjacent to its space (and are subject to the damage effect of the deathstorm). There is no save for this effect.

Until the start of its next turn, the Phaethon is untargetable, and cannot sustain damage or gain any conditions. Any conditions it was suffering under prior to being reduced to zero hit points are immediately removed.

At the start of the Phaethon's next turn, it reforms anywhere in the area affected by the deathstorm, healed up to half its maximum number of hit points (7110 hit points) and may act with its full set of actions for the round (standard, move, swift, and optionally, action point).

Vicious Phaethon

Vicious Phaethon

This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Threat role, but may be set to other roles if desired.

The Phaethon is a being from a higher energy state of existence, an Outer Plane which is closer to the Plane of Power than our own. Phaethons do not like being summoned to the Prime Material, a place they consider to be cold and dull. Given the gigantic power of the Phaethon, they usually break free of their summoners quickly and begin to amuse themselves by burning everything they can reach. Phaethons normally travel by turning gaseous and burning their way through the earth, leaving behind either smooth tunnels roughly ten feet in diameter or a myriad of tiny channels a few inches across, as the whim takes them.

Phaethons usually look like roiling masses of brilliant hot flames, but they are actually composed of a rare eldritch material called phlogiston. They can be solid or gaseous, transparent, translucent, or opaque, hot or room temperature, and they can vary their shape at will. Phaethons normally look like ragged masses of gas, and may or may not emit incredible amounts of heat. They can also turn solid, and when they do their strength is unwordly. Phlogiston is extremely rare and valuable, because the main way to get it is to confront a Phaethon, and nobody wants to do that.

They may, if they wish, exactly mimic flames. Unlike normal flames, they do not need to burn red and orange unless they are seeking to 'blend in' to their surroundings. Phaethons can burn green, blue, purple, yellow, orange or red if they wish, and indeed, they frequently use color changes to punctuate their moods.

Unlike normal flames, Phaethons are self-sustaining and do not need fuel to burn. Phaethons are not extinguished or even harmed by water, and have a great time boiling lakes and rivers when they come across such things. A Phaethon's un-natural flame is composed of both fire and positive energy, which is what gives it its eternal nature.

Phaethons are intelligent enough to recognize that being summoned to the Prime Material is bad for their health. Phaethons are smart enough to seek a way to escape back to their native realms, but this is balanced out by their utter evil and giggling joy in murder and destruction. A Phaethon may seek out a wizard to get itself off the Material, but it will be a real test of attention span as to whether the Phaethon will burn the wizard before or after the portal is arranged.

Phaethons are deeply, utterly, Chaotic Evil. Nothing else matters except as a source of amusement, and Phaethons love burning things more than any other activity.

Vicious Phaethons are frequently associated with Puissant Fire Elementals. These creatures can often be found together.

Combat Tactics

A Phaethon lives to burn. It will usually begin a fight by firing Firestorms as a full attack action, then spending an action point to teleport into the fire and Engulf as many foes as it can manage.

Once it has foes engulfed, it will attack in melee, or fire a firestorm far away and teleport into it to force allies of the engulfed to chase it. Any time it is attacked, its phogiston body burns the attacker, so it will certainly not attempt to hide from attackers.

Once its deathstorm ability has triggered it will redouble its attacks, laughing in innocent glee the entire time.

Out of Combat

Rewards

XP: 157,440,000 (Threat role included.)

Treasure: Sellable Goods worth 13,752,250 gp.

Weight: 1360 lbs.     Volume: 54.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)