Early Access
A fire elemental is a searing flame in a vaguely humanoid shape, existing only to burn that which is not already ash. Erupting volcanoes, forest fires, and similar powerful conflagrations can spontaneously create fire elementals out of nothing or draw them through a temporary breach from a hostile dimension of pure flame.
Motive: Burn
Environment: Anywhere fires can burn
Health: 24
Damage Inflicted: Moderate or major wound; see Combat
Armor: None, but immune to fire
Movement: Short
Modifications: See Combat for escalating attack level modification
Combat: A fire elemental attacks with a flaming limb.
Some fire elementals grow more powerful the longer they remain manifest. Such an elemental deals an additional 1 damage every round they remain in an area, up to a total of 10 damage after burning for a full minute. Reaching maximum damage usually scours an area clean of flammable material, and the fire elemental then either fades the following round or returns to dealing normal damage.
A fire elemental is vulnerable to cold; cold attacks against it inflict an additional 1 damage.
Interaction: Fire elementals are barely sapient and usually respond only to those who know spells able to command them. If so commanded, there’s still about a 10% chance that the elemental breaks free and instead burns whatever’s around until it exhausts all possible fuel sources.
Use: A rash of fires leads some people to suspect that an arsonist is on the loose, but the truth is worse.
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.