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|t=elemental;; partial;; monstrous;; outsider |
|t=elemental;; partial;; monstrous;; outsider |
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|c=primate |
|c=primate |
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|b=Hardened Hide;; Mouth;; Foot;; Prehensile Sharp Claw |
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}}<noinclude>[[Category:Flame elemental creatures]][[Category:Nature elemental creatures]]</noinclude> |
}}<noinclude>[[Category:Flame elemental creatures]][[Category:Nature elemental creatures]]</noinclude> |
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Latest revision as of 07:47, 5 January 2026
Abilities:
Attribute improvement: This ability sets your INT score to a minimum of -2.
You take the triggering damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If you attempted to block the triggering attack, then a limb that used whatever item you blocked with is the one that's hacked. Otherwise, if the damage was dealt by a creature, they choose which limb is affected. If not, it is random. Only an un-hacked limb can be used for this. If that's not possible, you take the damage normally.
You are immune to fire damage.
You are adept at magical flame abilities.
You fly at half speed.
If proficient: You instead fly at full speed.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Attribute improvement: This ability sets your SNK score to a minimum of -3.
You are inept at magical nature abilities.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You take the triggering damage as a body hack instead. All damage types still apply.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You take the triggering damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If you attempted to block the triggering attack, then a limb that used whatever item you blocked with is the one that's hacked. Otherwise, if the damage was dealt by a creature, they choose which limb is affected. If not, it is random. Only an un-hacked limb can be used for this. If that's not possible, you take the damage normally.
You are immune to fire damage.
You are adept at magical flame abilities.
Gifted: This costs 1 additional MP per use. If it is passive, then it takes a single action to execute and has a duration of 1 minute.
You fly at half speed.
If proficient: You instead fly at full speed.
Gifted: This costs 1 additional MP per use. If it is passive, then it takes a single action to execute and has a duration of 1 minute.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Attribute improvement: This ability sets your SNK score to a minimum of -3.
You are inept at magical nature abilities.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You take the triggering damage as a body hack instead. All damage types still apply.
Body Parts:
1Normal (5 feet)
0Self
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hardened Hide | 0 | -3 | Self | 3 | 0 lb. | -3 | Armor, Body parts |
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Mouth | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Biting, Small | Body parts |
Prehensile sharp claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d6Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Prehensile Sharp Claw | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Handy, Prehensile, Weapon | Body parts |