Huge fire elemental: Difference between revisions
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(Created page with "{{Creature start | level = 95 | type = elemental | family = elemental | attacks = <Not Known> | area = Elemental Confluence<br> | undead = No | bcs = <Not Known> }} {{Crea...") |
(added extraplanar/magical category/classification) |
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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
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{{Creature start |
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| picture = |
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| level = 99<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = elemental |
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| family = Elemental<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = elemental |
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| type = Elemental<!-- Creature body type --> |
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| attacks = <Not Known> |
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| otherclass = Extraplanar<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
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| area = [[Elemental Confluence]]<br> |
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| otherclass2 = Magical |
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| area = Elemental Confluence<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> |
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| area2 = |
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| area3 = |
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| area4 = |
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| area5 = |
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| area6 = |
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| area7 = |
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| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = |
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| roundtime = <!-- Creature speed --> |
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}} |
}} |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = Claw<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| PAA = 460 |
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| PA2 = |
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| PAB = |
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| PA3 = |
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| PAC = |
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| BT1 = Major Fire (908)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = 469 |
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| BT2 = Minor Fire (906) |
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| BTB = 469 |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
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| WD2 = |
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| WDB = |
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| WD3 = |
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| WDC = |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = Mass Boil Earth<!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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}} |
}} |
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{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --> |
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{{Creature defense attributes |
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| asg = 10<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{creature ability|[[Melee]] |<N/A> [[Defensive strength|DS]]}} |
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| Melee = |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = |
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{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}} |
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| Bolt = 307 |
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{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}} |
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| UDF = |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| BarTD = 403 |
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{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}} |
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| CleTD = 428 |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| EmpTD = 428 |
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{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = |
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{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}} |
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| MjETD = |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnETD = |
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{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MjSTD = 428 |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = 428 |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = |
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| DSP1 = Elemental Barrier<!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| DSP2 = Elemental Bias |
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| DSP3 = Elemental Defense I |
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| DSP4 = Elemental Defense II |
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| DSP5 = Elemental Defense III |
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| DSP6 = Elemental Targeting |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| coins = |
| coins = |
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| magic items = |
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| gems = Yes |
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| boxes = |
| boxes = |
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| other = essence of fire |
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| skin = |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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The fire elemental is a massing of flames that flow and flicker with a life of their own. The intense heat generated by the fire elemental is nearly unbearable. |
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{{addmetext}} |
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== Hunting strategies == |
== Hunting strategies == |
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== Other information == |
== Other information == |
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Huge fire elementals cannot, even temporarily, be [[calmed]]. |
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{{addmetext}} |
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They have a mass maneuver that deals fire damage to both legs and knocks down affected targets: |
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<pre{{log2|margin-right=26em}}> |
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A huge fire elemental glows a brilliant orange as fiery tendrils extend from it, snaking along the ground! |
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The ground around a huge fire elemental begins to boil violently! |
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A huge lightning elemental is injured. |
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... 25 points of damage! |
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... 20 points of damage! |
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A huge lightning elemental is injured. |
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... 15 points of damage! |
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... 10 points of damage! |
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A huge steam elemental is injured. |
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The steam elemental absorbs the heat. |
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The steam elemental absorbs the heat. |
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You are injured and knocked to the ground. |
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... 10 points of damage! |
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Burst of flames to right leg burns skin bright red. |
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... 5 points of damage! |
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Minor burns to left leg. That hurts a bit. |
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</pre> |
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{{Nearlevel |
{{Nearlevel |
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|levelm2 = |
|levelm2 = 97 |
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|levelm1 = |
|levelm1 = 98 |
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|level = |
|level = 99 |
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|levelp1 = |
|levelp1 = 100 |
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|levelp2 = |
|levelp2 = 101 |
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}} |
}} |
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Latest revision as of 10:54, 19 March 2020
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The fire elemental is a massing of flames that flow and flicker with a life of their own. The intense heat generated by the fire elemental is nearly unbearable.
Hunting strategies
This section has not been added yet; please add to it now!
Other information
Huge fire elementals cannot, even temporarily, be calmed.
They have a mass maneuver that deals fire damage to both legs and knocks down affected targets:
A huge fire elemental glows a brilliant orange as fiery tendrils extend from it, snaking along the ground! The ground around a huge fire elemental begins to boil violently! A huge lightning elemental is injured. ... 25 points of damage! ... 20 points of damage! A huge lightning elemental is injured. ... 15 points of damage! ... 10 points of damage! A huge steam elemental is injured. The steam elemental absorbs the heat. The steam elemental absorbs the heat. You are injured and knocked to the ground. ... 10 points of damage! Burst of flames to right leg burns skin bright red. ... 5 points of damage! Minor burns to left leg. That hurts a bit.
Near-level creatures - edit | ||||||||||
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