Flurry
Expected threat level: Low (TL 6)
A byproduct of unruly elemental energies interacting with life forces, flurries are generally a nuisance in arctic regions with strong arcane or etheric influences. However, a significant number of them emerging in a single location can quickly spiral into a serious danger.
Tags: elemental, ice, freezing
Tendencies: flurries are driven by a need to seek out and cool heat sources. They will hunker down and remain dormant if not within range of anything above freezing. Tactics: Flurries do not employ significant strategic or tactical thinking. Senses: heatsense 100ft. |
Strengths & Weaknesses
Freezing Immunity. The Flurry cannot take Freezing Damage, and cannot become Frozen.
Slashing Resistance. The Flurry reduces Slashing Damage by half.
Burning Vulnerability. The Flurry doubles Burning Damage taken.
Bludgeoning Vulnerability. The Flurry doubles Bludgeoning Damage taken.
Slashing Resistance. The Flurry reduces Slashing Damage by half.
Burning Vulnerability. The Flurry doubles Burning Damage taken.
Bludgeoning Vulnerability. The Flurry doubles Bludgeoning Damage taken.
Special Features
Flash Duplicate. A Flurry that finds a supply of organic matter weighing at less than half a pound (such as a body part, foodstuff, plant, etc.) can touch it and spend Two Actions to flash-freeze the item, growing another Flurry around it. A Flurry can do this a maximum of twice each day, and cannot use this ability in its first 24 hours of existence. This ability does not function if the ambient temperature is above freezing, or if the organic material targeted has been cooked, burned, or heavily salted.
Actions
Slam. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4 Bludgeoning Damage + 1 Freezing Damage.
Shatterburst. The Flurry detonates, sending shards of elemental ice in all directions. All creatures within 5ft. must make a Precision Check, target 6, taking 2d4 Freezing Damage on a failure. This destroys the Flurry, but if the shards hit any object that would be a valid target for Flash Duplicate, a new Flurry emerges there in 1 Round.
Shatterburst. The Flurry detonates, sending shards of elemental ice in all directions. All creatures within 5ft. must make a Precision Check, target 6, taking 2d4 Freezing Damage on a failure. This destroys the Flurry, but if the shards hit any object that would be a valid target for Flash Duplicate, a new Flurry emerges there in 1 Round.
Pyroblight
Expected threat level: moderate (TL 16)
When the necromantic energy raising a corpse from the grave is contaminated with elemental power, a Pyroblight can result.
When the necromantic energy raising a corpse from the grave is contaminated with elemental power, a Pyroblight can result.
Tags: undead, humanoid, elemental, burning damage, damage reduction Tendencies: unlike other undead, Pyroblights are restless, rarely staying in one area for long. They roam unless contained, setting fires and attacking any living creature they find. Tactics: Pyroblights have rudimentary intelligence compared to other lesser undead. This extends as far as them occasionally using fire to flush out or herd living prey toward themselves. Senses: darkvision 120ft., other perception 120ft. Strengths & WeaknessesMagical Articulation. A Pyroblight becomes inert in an anti-magic field, and its fire extinguishes after one round. Taking any amount of damage in this state destroys it, reducing it to a pile of charred bones. Burning Empowerment. If the Pyroblight would take Burning Damage, prevent that damage and add another counter to its Firestorm ability. Firestorm (4). The Pyroblight is constantly ablaze, shedding bright light within the radius of this ability and dim light twice as far. For each Firestorm Counter on this ability:
Extinguished. When the Pyroblight suffers an instance of Freezing Damage, remove 1 Firestorm Counter. A creature that succeeds in Grappling the Pyroblight may opt to remove 1 Firestorm Counter instead of completing the Grapple. Magical effects (such as Douse/Thaw) that would remove an Ignite Counter from a creature instead remove 1d4 Firestorm Counters. ActionsCombo Attack: the Pyroblight makes two Charred Sword attacks as part of the same action. Limit once per Round.
Charred Sword. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4 Slashing Damage + 1 Burning Damage per Firestorm Counter. Common Loot (GM's choice or Roll 1d6): 1. Nothing usable. | 2. Charred Bone, large, x1d4 | 3. Charred Bone, small, x1d6 | 4. Metal Slag, 1d4 lbs. | 5. Blade, short [Brittle] x1 | 6. Charred Skull x1 |
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