[Index]
FIRE ELEMENTAL4 (12)
Cypher Bestiary
Searing flame in a vaguely humanoid shape (or some other fiery shape), a fire elemental seeks to burn that which is not already ash. They sometimes spin up where great conflagrations are already ablaze.
Health: 24
Damage Inflicted: Moderate wound; see Combat
Movement: Short
Combat: A fire elemental attacks with a flaming limb.
A fire elemental is immune to fire, but every time they take cold damage or are damaged by a water-based attack, they take 1 additional point of damage.
Individual fire elemental instances may also attack with one of the following abilities.
- Ignite: A target that takes damage from the elemental ignites. Until a creature takes an action to douse the fire, the target suffers a minor wound (which nonmagical armor may not protect against) each round as flame consumes them.
- Explode: The fire elemental detonates in a fiery blaze (as their action, or upon defeat), ending their manifestation and inflicting a major wound on all creatures within immediate range, or a minor wound even with a successful (albeit hindered due to the area attack) dodge roll.
- Grow: If the elemental fights foes for more than a few rounds, they grow large enough to deal major wounds. Dealing major wounds using Grow usually scours an area clean of flammable material, and the fire elemental then either fades the following round or returns to dealing normal damage.
- Engulf: The fire elemental engulfs a target that fails a dodge roll. While engulfed in flame, the target burns, taking damage each round. The target can't effectively attack the elemental. Other successful attacks against the elemental deal half damage to the elemental and a moderate wound to the engulfed target. The target can attempt to douse themself to escape the elemental but must succeed on a Might roll as their action.
- Spread: Instead of attacking, the fire elemental spawns a lesser fire elemental that becomes an ally.
GM Intrusion: In response to an attack, the elemental splits into two adjacent copies of themself, each with identical health. The attacking creature chooses which elemental is their target, but the attack that round is hindered.
GM Intrusion: The elemental’s attack sets the character on fire, inflicting a minor wound each round until someone uses an action to extinguish the flames.
GM Intrusion: A nearby structure such as a house catches fire, inflicting a minor wound on anyone inside or within immediate range, increasing to a moderate or major wound over time if not extinguished.
Lesser fire elemental: level 2; health 12; fiery limb deals a minor wound
Adventure Seed: The local crematory is sometimes haunted by spirits of flame.