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 Here is an additional unit for you to use with the new mass combat rules, fire elementals!

Fire Elemental Unit

Gargantuan unit of Large elementals, neutral

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Armor Class 13

Unit Hit Points 20

Speed  50 ft.

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Abilities Str 10 (+0), Dex 17 (+3), Con 16 (+3), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)

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Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Ignan

Unit Cost 1,800

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Fire Form. A creature or unit that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1 fire unit damage. In addition, the elemental can enter a hostile creature or unit's space and stop there. The first time it enters a creature or unit's space on a turn, the target takes 1 fire unit damage.  Whenever a creature, unit of creatures, or a flammable object takes damage from this trait, it ignites. If the target is a hero, until a creature takes an action to douse the fire, the target takes 1 fire unit damage at the start of each of its turns. If the target is a a non-hero individual creature or unit, the target ignores Commands and spends the Orders step of the Clean-Up phase dousing the flames. Until the target douses the flames, it takes 1 fire unit damage during the Effects step of the Clean-Up phase.   

Illumination. The elementals shed bright light in a 90-foot radius and dim light in an additional 30 feet.

Unit. The unit can occupy a Medium or smaller creature's space and vice versa, and the unit can move through any opening large enough for a Medium harpy. The unit can't regain hit points or gain temporary hit points, and if the unit has half its unit hit points or fewer, it makes its attacks rolls, ability checks, and saving throws with disadvantage.     

Unshakeable. The fire elementals automatically pass all Morale saving throws. 

Water Suceptibility. For every 10 feet the unit moves in water, or for every 50 gallons of water splashed on it, it takes 1 cold unit damage. 

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Multiattack. The unit makes two touch attacks.

Touch. Melee Weapon Attacks: +6 to hit, reach 5 ft., one target within reach, or one target in the same space as the unit. Hit: 2 fire unit damage. Miss: 1 fire unit damage.  Whenever a creature, unit of creatures, or a flammable object takes damage from this attack, it ignites. If the target is a hero, until a creature takes an action to douse the fire, the target takes 1 fire unit damage at the start of each of its turns. If the target is a a non-hero individual creature or unit, the target ignores Commands and spends the Orders step of the Clean-Up phase dousing the flames. Until the target douses the flames, it takes 1 fire unit damage during the Effects step of the Clean-Up phase.  

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