Fire Elemental
Immortal Freedom RPG > Non-player Entities (NPCs) > Elementals
Fire elementals are flame given shape, in the simile of a person. Much like the element which they represent, fire elementals are uncontrollable forces of nature, consuming everything they touch and reducing the world to ash around them.
| Attribute | Details |
|---|---|
| Type | Creature |
| Magic/Tech Number | 2 |
| Maximum Major Injuries | 2 |
| Maximum Minor Injuries | 5 |
| Targets | Closest target |
| Goals | Kill everything and everyone nearby |
Immunities
- Cannot be confused.
- Cannot be dazed.
- Cannot be horrified.
- Cannot be infected.
- Cannot be intoxicated.
- Cannot be knocked down.
- Cannot be pinned.
- Cannot be inflicted with the Periodic Damage status.
- Cannot be put to sleep.
- Cannot be stunned.
- Immune to aura magic.
- Immune to blood magic.
- Immune to primal magic.
- Immune to spirit magic.
- Immune to mental attacks.
- Immune to physical attacks.
- Immune to fire damage.
- Unaffected by difficult terrain.
Actions
Reaction
Level 1 Abilities
Level 2 Ability
Level 3 Abilities
Level 4 Ability
Level 5 Abilities
Level 6 Ability
Tactics
Elementals have a base AP pool of 3 AP.
- (Level 3+) Begins the encounter with the Flying status.
- If inhibited, moves, or flies (level 3+) to get away from the originator.
- (Level 5+) Uses the Explosive Death Rattle ability if it becomes unstable.
- Flame leaps to get within range of a target, if they’re not already in range.
- (Level 3+) Takes flight it doesn’t have the Flying status.
- (Level 6) Summons a firestorm, if it hasn’t used the ability this session.
- (Level 5+) Summons a living flame, if it hasn’t used the ability this session.
- Roll a die based on the elemental’s level:
- At level 1, roll 1d4:
- At level 2, roll 1d6:
- At levels 3-4, roll 1d6:
- At levels 5-6, roll 1d8:
- Uses the Magical Shield ability (level 3+), if: