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Fire Fundamental

by Jamie Baty

X8 27, DMR2 42
Tiny Elemental (Fire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +6 (+6 Dex)
Speed: fly 45 ft. (good)
Armour Class: 19 (+2 size, +6 Dex, +1 natural), touch 18, flat-footed 13
Base Attack/Grapple: 0/-10
Attack: Slam +8 melee (1d6 -2)
Full Attack: Slam +8 melee (1d6 -2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind-affecting spells
Saves: Fort +1, Ref +8, Will +0
Abilities: Str 6, Dex 23, Con 13, Int 3, Wis 10, Cha 5
Skills: Hide +14, Listen +2, Move Silently +6, Spot +2
Feats: Weapon Finesse, Wingover (B)
Environment: Warm land
Organisation: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

This deep bluish-black creature appears constantly enshrouded in flames. Fire fundamentals have 2-foot wingspans and occasionally cause small fires when they brush by particularly flammable objects, such as dry leaves or paper.
Fire fundamentals usually appear on the Prime Material Plane in spots such as volcanoes or places where natural gas commonly burns. They always move in flocks and often accompany more powerful elemental creatures to the Prime Material Plane.

In combat, fire fundamentals flock together and swoop around their opponents in a kinetic whirlwind of activity. A fundamental's only attack is a ramming dive in which the creature strikes its target with its own body. This attack does no damage to the fundamental itself.

Damage Reduction (Su): A fire fundamental has damage reduction of 5/magic.

Immunity to Mind-Affecting Spells (Ex): A fire fundamental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Fire Subtype: A fire fundamental has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.