Game Master / Adversaries / Elemental
Elemental
Elementals are made of, sustained by, or fundamentally governed by a primal state: flame, frost, storm, stone, tide, corrosion, wind, ash, smoke or another raw force. Every Elemental has the Elemental Body trait in addition to its subtype trait.
Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.
Subtypes
- Fire: defined by flame, heat, cinders, burning motion and destructive ignition.
- Frost: defined by cold, ice, stillness, brittleness and numbing pressure.
- Storm: defined by lightning, thunder, violent motion and sudden discharges of energy.
- Stone: defined by earth, crystal, sand, weight, endurance and crushing force.
- Tide: defined by water, flow, mist, drowning pressure and shifting space.
- Corrosive: defined by acid, dissolution, caustic fluid and destructive chemical force.
- Wind: defined by speed, air, motion, flight and unstable footing.
- Ash: defined by obscurity, cinders, choking drift and battlefield concealment.
Traits & Maneuvers
Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.
Elemental Body (All Elementals)
Elemental, Passive · Passive
Its body is unstable elemental substance: it ignores suffocation, drowning and similar stresses that only affect living flesh.
Burning Aura (Fire)
Elemental, Passive · Passive
A creature starting its turn adjacent, or hitting it in melee while adjacent, must succeed a Reflex save against its action check or take Average persistent fire damage.
Crafting tags: Essence Fire; Ingredients none.
Freezing Aura (Frost)
Elemental, Passive · Passive
A creature starting its turn within 5 feet, or hitting it in melee from there, must succeed a Fortitude save against this creature's action check or be Slowed 5 until the end of its next turn (Average Magnitude for both).
Crafting tags: Essence Frost; Ingredients none.
Static Charge (Storm)
Elemental, Passive · Passive
The first time each round it's hit by an attack from within Close, the attacker must succeed a Reflex save against this creature's action check or become Dazed.
Crafting tags: Essence Storm; Ingredients none.
Stoneform (Stone)
Elemental, Passive · Passive
It rolls saves against forced movement, being knocked Prone, or losing its footing with Fortune.
Crafting tags: Essence Ward; Ingredients Mineral, Preservative.
Flowing Shape (Tide)
Elemental, Passive · Passive
Ignores difficult terrain from liquid, mud or slick ground; moves through occupied spaces and gaps one size smaller, ending in a legal space; has Fortune on saves against being grabbed, Restrained or immobilized.
Crafting tags: Essence Motion; Ingredients none.
Ash Cloud (Ash)
Elemental, Passive · Passive
A 5-foot emanation (Average Magnitude) of smoke grants partial concealment and 1 Disadvantage on sight-based checks. A creature starting its turn inside must succeed a Fortitude save against this creature's action check or become Sickened 1 (Average Step).
Crafting tags: Essence Shadow; Ingredients none.
Windborne (Wind)
Elemental, Passive · Passive
Ignores footing-based difficult terrain; the first 5 feet (Average Magnitude) of each move doesn't trigger movement reactions.
Crafting tags: Essence Motion; Ingredients none.