Small Fire Elemental: Difference between revisions

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{{Template:Monster
{{Template:Monster
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
  }}</onlyinclude>


| MonsterName = Elemental, Small Fire (Summoned)
| MonsterName = Elemental, Small Fire (Summoned)
| CR = 1


| Image = Fire_Elemental_1.jpg
| Image = Fire_Elemental_1.jpg
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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


| Description = {{:Elementals}}
| Description = {{:Elementals}}
Line 20: Line 24:


| Alignment = Neutral
| Alignment = Neutral
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Small
| Size = Small
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Elemental; Fire
  <!-- If any -->
  }}</onlyinclude>


| Type = Outsider
| NudgeBasicLoreValue =  
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Subtype = Elemental; Fire
| NudgeFullLoreValue =  
   <!--If any-->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit = 4
| NudgeInit = 4
   <!--CR 1 INITIATIVE = +1 -->
   <!-- CR 1 INITIATIVE = +1 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = -
| Senses = [[Standard Senses]]
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 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]]                                    -->


| NudgePerception =  
| NudgePerception = +4
   <!--CR 1 PERCEPTION = +4 -->
   <!-- CR 1 PERCEPTION = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC = -1
| NudgeAC = -1
   <!--CR 1 AC = 14 -->
   <!-- CR 1 AC = 14 -->
   <!--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 -->


| NudgeTouchAC = -1
| NudgeTouchAC = -1
   <!--CR 1 TOUCH AC = 11 -->
   <!-- CR 1 TOUCH AC = 11 -->
   <!--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 -->


| NudgeFFAC = -1
| NudgeFFAC = -1
   <!--CR 1 FLAT-FOOTED AC = 13 -->
   <!-- CR 1 FLAT-FOOTED AC = 13 -->
   <!--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 -->
 
| NudgeCMD =
  <!-- CR 1 CMD = 15 -->
| CMDNotes =
  <!-- Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples") -->


| NudgeHitPoints = -4
| NudgeHitPoints = -4
   <!--CR 1 HIT POINTS = 20 -->
   <!-- CR 1 HIT POINTS = 20 -->
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->




Line 64: Line 90:
| Refl = S
| Refl = S
| Will =  
| Will =  
   <!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 -->
   <!-- CR 1 STRONG SAVE = +4; WEAK SAVE = +1                     -->
   <!--Values: "S" (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
        * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
        * Dragons have 3 strong saves                               -->


| NudgeFort = -1
| NudgeFort = -1
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill = -1
| NudgeWill = -1
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SR =  
| SR =  
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Values: Y (for Yes), or leave blank -->


| NudgeSR =  
| NudgeSR =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SpecialDefenses =  
| SpecialDefenses = ER 10/fire
   <!--Put any DR or ER values here-->
   <!-- Put any DR or ER values here -->


| StrongAgainst = Hardened (half damage): precision damage, critical hits
| StrongAgainst = Hardened (half damage): precision damage, critical hits
::* Immune (no effect): flanking, poison, sleep, bleed, paralysis, stunning
   <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
::* Immune (no effect): fire
 
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst = Takes 1 hp of cold damage for each gallon of water touched.
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| WeakAgainst =  
| MoveTypes = [[Walk]] 30 ft.
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


| MoveTypes = Walk 50 ft.
| NudgeSpace =  
   <!--Other move types as needed-->
  <!-- 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 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) -->


| 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 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) -->




Line 103: Line 162:


| MeleeOrNatural = Melee
| MeleeOrNatural = Melee
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =  
| MultipliedDamageType =  
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




Line 113: Line 172:


| PriAtkName = Lick of Flame
| PriAtkName = Lick of Flame
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = + Burn
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkNotes = + Burn (as fire damage)
| Override-Pri-Atk--Full-Atk-Qty =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| PriAtkVSTouchAC =  
   <!--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) -->


| 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" or "swarm") -->


| NudgePriToHit =  
| NudgePriToHit =  
   <!--CR 1 PRIMARY TO-HIT = +4 -->
   <!-- CR 1 PRIMARY TO-HIT = +4 -->
   <!--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 -->


| NudgePriDamage =  
| NudgePriDamage =  
   <!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!-- CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!--CR 1 PRIMARY MELEE DAMAGE = 1d8 -->
   <!-- CR 1 PRIMARY MELEE DAMAGE = 1d8   -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 138: Line 208:


| SecAtkName =  
| SecAtkName =  
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| SecAtkVSTouchAC =  
   <!--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) -->


| 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" or "swarm") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
   <!--CR 1 SECONDARY TO-HIT = +4 -->
   <!-- CR 1 SECONDARY TO-HIT = +4 -->
   <!--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 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!-- CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 162: Line 243:


| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| TerAtkVSTouchAC =  
   <!--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) -->


| 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" or "swarm") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
   <!--CR 1 TERTIARY TO-HIT = +4 -->
   <!-- CR 1 TERTIARY TO-HIT = +4 -->
   <!--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 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!-- CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!--CR 1 TERTIARY MELEE DAMAGE = 1d8 -->
   <!-- CR 1 TERTIARY MELEE DAMAGE   = 1d8   -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 187: Line 279:


| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| QuaAtkVSTouchAC =  
   <!--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" or "swarm") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
   <!--CR 1 QUATERNARY TO-HIT = +4 -->
   <!-- CR 1 QUATERNARY TO-HIT = +4 -->
   <!--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 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!-- CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 




Line 210: Line 314:


| RangedAtkName = Fire Blast
| RangedAtkName = Fire Blast
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 30
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 10
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = + Burn
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->


| RangedAtkNotes = + Burn (as fire damage; max range: 30 ft.)
| Override-Ranged-Atk--Std-Atk-Qty =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| HasRangedFullAttack =  
| Override-Ranged-Atk--Full-Atk-Qty =  
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)     -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| RangedAtkVSTouchAC =  
   <!--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 =  
   <!--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" or "swarm") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
   <!--CR 1 RANGED TO-HIT = +4 -->
   <!-- CR 1 RANGED TO-HIT = +4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!--CR 1 RANGED DAMAGE = 1d8 -->
   <!-- CR 1 RANGED DAMAGE = 1d8 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!-- CR 1 CMB = +3 -->
 
| CMBNotes =
  <!-- Values: Text about specific bonuses to CMB (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| NudgeSiegeCMB =
  <!-- CR 1 SIEGE CMB = +3 -->
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- CR 1 SIEGE DAMAGE = 1d6-4 -->
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 




Line 240: Line 403:
| Wis = 11
| Wis = 11
| Cha = 11
| Cha = 11
| NudgeCMB =
  <!--CR 1 CMB = +3 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD =
  <!--CR 1 CMD = 15 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->




<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 = Cleave
| Feat1 = Cleave
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




Line 272: Line 425:
| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
   <!--CR 1 SKILLS = +4 -->
   <!-- CR 1 SKILLS = +4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->




Line 279: Line 438:


| Languages = Ignan
| Languages = Ignan
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




Line 288: Line 447:


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 303: Line 462:
<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name = Blazing Heat
| Ability-1-Name = Blazing Heat (Aura)


| 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-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 = Blazing heat is an aura which is triggered at the end of the fire elemental's movement. When the fire elemental ends its move (or, if it doesn't move, just prior to taking its first attack) all creatures adjacent to its space take {{#var:Special1SwiftDmg}} points of fire damage and must make a reflex save versus a DC of {{#var:Special1SaveDC}} or receive the Burn condition (see below). In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn and force only one saving throw to receive the Burn condition.
| Ability-1-Description = Blazing Heat is an aura which is triggered at the end of the fire elemental's movement. When the fire elemental ends its move (or, if it doesn't move, just prior to taking its first attack) all creatures adjacent to its space take {{#var:Special1SwiftDmg}} points of fire damage and must make a reflex save versus a DC of {{#var:Special1SaveDC}} or receive the Burn condition (see below). In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn and force only one saving throw to receive the Burn condition.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!--Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special1-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special1-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 352: Line 528:
   <!--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-2-Description = Any creature which attacks the fire elemental with a melee attack takes 2 points of fire damage.
| Ability-2-Description = Any creature which attacks the fire elemental with a melee attack takes {{#var:Special2SwiftDmg}} points of fire damage.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special2-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special2-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 393: Line 586:
   <!--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-3-Description = When struck by the fire elemental or when effected by the Blazing Heat aura, opponents may gain the Burn condition unless they succeed on a Reflex save, DC {{#var:Special3SaveDC}}. The Burn condition never stacks, you can only be affected by Burn once. While they have the Burn condition, creatures take {{#var:Special3SwiftDmg}} of fire damage at the beginning of each of their rounds. Burn persists until the end of the encounter, the burning creature dies, the fire elemental which caused the Burn dies, or the creatures uses a full attack action to extinguish the flames.
| Ability-3-Description = When struck by the fire elemental, or when effected by the Blazing Heat aura, opponents may gain the Burn condition unless they succeed on a Reflex save, DC {{#var:Special3SaveDC}}. The Burn condition never stacks, you can only be affected by Burn once. While they have the Burn condition, creatures take {{#var:Special3SwiftDmg}} points of fire damage at the beginning of each of their rounds. Burn persists until the end of the encounter, the burning creature dies, the fire elemental which caused the Burn dies, or the creatures uses a full attack action to extinguish the flames.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special3-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special3-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =  
| NudgeAbility3TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3SwiftDamage =  
| NudgeAbility3SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 438: Line 648:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special4-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special4-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 479: Line 706:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special5-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special5-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 520: Line 764:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special6-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special6-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 561: Line 822:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special7-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special7-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 602: Line 880:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special8-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special8-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 643: Line 938:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special9-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special9-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 672: Line 984:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Fire elementals are the deadly berserkers of elementals. They will close in with five foot steps, using fire blast against creatures who attack at range. Once in melee, they will position themselves so that their Blazing heat aura will damage as many opponents as possible and try to set up Cleave opportunities. If possible they will attack less heavily armored foes first and try to then cleave into more durable enemies. They will use every attack they can and will fight to the death without hesitation.
| CombatTactics = Fire elementals are the deadly berserkers of elementals. They will close in with five foot steps, using fire blast against creatures who attack at range. Once in melee, they will position themselves so that their Blazing heat aura will damage as many opponents as possible and try to set up Cleave opportunities with full attacks of Lick of Flame. If possible they will attack less heavily armored foes first and try to then cleave into more durable enemies. They will use every attack they can and will fight to the death without hesitation.




Line 679: Line 991:


| OutOfCombat = Small Fire Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings).  Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is cold and offers only few substances which can be satisfyingly consumed in flame.
| OutOfCombat = Small Fire Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings).  Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is cold and offers only few substances which can be satisfyingly consumed in flame.
:Fire elementals are often summoned to serve while bound into odjects and buildings.  A permanent source of heat is hugely useful to almost anyone with aspirations to industry, and it is very common to find fire elelemtals bound to public baths, forges, foundries, bloomeries, furnaces, and numerous other places.  It is not rare to see fire elelentals in ruins that have broken free of centuries of bondage that are spoiling for a fight, to put it mildly.


: In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.
: In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =




}}
}}

Revision as of 02:00, 19 February 2017

Elemental, Small Fire (Summoned) (CR 1)

Neutral - Small - Outsider (Elemental; Fire)
Lore: Know (Planes)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
17 +7
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
13
Man Def
Shield Icon 3.png
15
Monster Health
27 13 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +5
Will: +0

Strong Against:

  • ER 10/fire
  • Hardened (half damage): precision damage, critical hits

Weak Against:

  • Takes 1 hp of cold damage for each gallon of water touched.

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Lick of Flame +3 (1d4/19-20 x2)
    as undefined damage type
    + Burn

Full Attack (Melee):

  • 3x Lick of Flame +3 (1d4/19-20 x2)
    as undefined damage type
    + Burn

Standard Attack (Ranged):

  • 1x Fire Blast +3 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 300 ft.)
    + Burn

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

10
STR
16
DEX
10
CON
4
INT
11
WIS
11
CHA

Skills:

Languages: Ignan

Feats:

Special Abilities

Blazing Heat (Aura) (Ex)

Blazing Heat is an aura which is triggered at the end of the fire elemental's movement. When the fire elemental ends its move (or, if it doesn't move, just prior to taking its first attack) all creatures adjacent to its space take points of fire damage and must make a reflex save versus a DC of or receive the Burn condition (see below). In all cases, the Blazing Heat aura may only cause damage to an opponent once each turn and force only one saving throw to receive the Burn condition.

Scorching Flesh (Ex)

Any creature which attacks the fire elemental with a melee attack takes points of fire damage.

Burn (Su)

When struck by the fire elemental, or when effected by the Blazing Heat aura, opponents may gain the Burn condition unless they succeed on a Reflex save, DC . The Burn condition never stacks, you can only be affected by Burn once. While they have the Burn condition, creatures take points of fire damage at the beginning of each of their rounds. Burn persists until the end of the encounter, the burning creature dies, the fire elemental which caused the Burn dies, or the creatures uses a full attack action to extinguish the flames.

Light (Ex)

Fire Elementals have no special senses, but they rarely feel the lack because they generate bright light in a 20 foot radius around them for as long as they live.

Elemental, Small Fire (Summoned)

Elemental, Small Fire (Summoned)

Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.

Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.

Fire is the first tool of civilization, that thing which defeats the night.
That makes fire even more terrible when it is given deadly intent and self will. Fire elementals are terrifying masses of undying flame, needing no fuel to burn, although water is their bane. Like all fire, fire elementals cast off bright light and searing heat all around them, and on top of that, they seek to kill you in a very effective manner.
Nothing will wake you up like having a pitched battle with your campfire....

Combat Tactics

Fire elementals are the deadly berserkers of elementals. They will close in with five foot steps, using fire blast against creatures who attack at range. Once in melee, they will position themselves so that their Blazing heat aura will damage as many opponents as possible and try to set up Cleave opportunities with full attacks of Lick of Flame. If possible they will attack less heavily armored foes first and try to then cleave into more durable enemies. They will use every attack they can and will fight to the death without hesitation.

Out of Combat

Small Fire Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is cold and offers only few substances which can be satisfyingly consumed in flame.

Fire elementals are often summoned to serve while bound into odjects and buildings. A permanent source of heat is hugely useful to almost anyone with aspirations to industry, and it is very common to find fire elelemtals bound to public baths, forges, foundries, bloomeries, furnaces, and numerous other places. It is not rare to see fire elelentals in ruins that have broken free of centuries of bondage that are spoiling for a fight, to put it mildly.
In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)