18.24 Magma Elementals
Magma Elementals Lore
Arcana DV 8: Magma elementals are native to Terra, the earth planet. They combine the durability of earth elementals with some of the agility of fire elementals. Their outer shell appears rocky, but inside that shell they hold molten rock at incredible temperatures.
Arcana DV 13: Magma elementals lack the usual weaknesses of both fire elementals and earth elementals. Their massive internal heat, steadied by their rocky core, makes them resistant to cold. However, they fear and avoid water, as it reacts explosively with their bodies.
HP 38 IP 22
Defenses Armor 9 Brawn 8 Fort 10 Ref 8
Movement 30 ft.
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Attributes 4, 4, 6, —, 0, — | Alignment Neutral |
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Accuracy +3; Brawling +5 | Power 7; 3 ✨ |
Traits Bloodless Immortal Mindless Nonliving Simple-minded Soulless Static
Volcanite Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The volcanite makes a +1 attack vs. Fortitude against something adjacent to it.
Hit: 2d6 damage.
| Fists |
Standard action |
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The volcanite makes a +4 melee strike vs. Armor with its fists.
Hit: 2d6+3 damage.
| Magma Throw ✨ | Standard action |
Tags: Earth, Manifestation
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The volcanite makes a +3 attack vs. Armor against something within Short (30 ft.) range. The volcanite gains a +2 accuracy bonus if it is grounded on stone.
Hit: 1d6+3 damage.
HP 90 IP 50
Defenses Armor 13 Brawn 13 Fort 15 Ref 11
Movement 40 ft.
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Attributes 5, 5, 8, —, 0, — | Alignment Neutral |
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Accuracy +6; Brawling +8 | Power 11; 7 ✨ |
Traits Bloodless Immortal Mindless Nonliving Simple-minded Soulless Static
Volcano Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The volcano makes a +4 attack vs. Fortitude against something adjacent to it.
Hit: 6d6 damage.
| Fists |
Standard action |
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The volcano makes a +6 melee strike vs. Armor with its fists.
Hit: 6d6+5 damage.
| Magma Throw ✨ | Standard action |
Tags: Earth, Manifestation
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The volcano makes a +6 attack vs. Armor against something within Short (30 ft.) range. The volcano gains a +2 accuracy bonus if it is grounded on stone.
Hit: 1d6+9 damage.
HP 218 IP 122
Defenses Armor 17 Brawn 18 Fort 19 Ref 14
Movement 50 ft.
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Attributes 6, 6, 10, —, 0, — | Alignment Neutral |
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Accuracy +9; Brawling +12 | Power 15; 11 ✨ |
Traits Bloodless Immortal Mindless Nonliving Simple-minded Soulless Static
Volcanic Titan Abilities
| Combustion ✨ | Standard action |
Tags: Fire
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The volcanic titan makes a +7 attack vs. Fortitude against something adjacent to it.
Hit: 10d6 damage.
| Fists |
Standard action |
Tags: Sweeping (1)
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The volcanic titan makes a +9 melee strike vs. Armor with its fists.
Hit: 10d6+14 damage.
| Magma Throw ✨ | Standard action |
Tags: Earth, Manifestation
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The volcanic titan makes a +9 attack vs. Armor against something within Short (30 ft.) range. The volcanic titan gains a +2 accuracy bonus if it is grounded on stone.
Hit: 1d6+15 damage.
HP 156 IP 117
Defenses Armor 9 Brawn 13 Fort 11 Ment 9 Ref 8
Movement 40 ft.
Senses Darkvision (60 ft.) Awareness +6
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Attributes 6, 0, 4, -2, 0, 1 | Alignment Neutral |
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Accuracy +3; Brawling +6 | Power 11; 6 ✨ |
Minotaur Lore
Local DV 8: Minotaurs are typically ten feet tall, with muscular arms and legs covered in thick fur. Instead of a human head, they have the head of a bull, with large horns. They are known for their poor sense of direction. Even an only moderately complex dungeon can be enough to trap a minotaur for weeks as they try to find their way out.
Local DV 13: While trapped, minotaurs are generally furious at their surroundings, and can sometimes be found pointlessly attacking obstacles in frustration. Even if offered help, they may be too angry to listen to reason without a violent confrontation. However, in their homes or on open roads, they can be amiable and even helpful.
Minotaur Abilities
Directionless: Minotaurs are easily lost. They suffer a -10 penalty to Survival checks to follow tracks or navigate wilderness (see Survival). In addition, whenever they choose a direction to travel in while in an enclosed space, they choose randomly, except that they do not return through the direction they came from. This makes it extremely difficult for minotaurs to navigate enclosed spaces.
| Chokeslam |
Elite action |
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The minotaur makes a +6 attack vs. Brawn against one creature it touches.
Hit: 1d8+11 damage.
Injury: The target falls prone (half speed, -2 Armor and Ref).
| Ground Stomp | Elite action |
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The minotaur makes a +3 attack vs. Reflex against all enemies adjacent to it that are grounded on the same stable surface as it.
Hit: 1d10+2d6+5 damage.
Miss: Half damage.
| Charging Gore | Standard action |
Tags: Keen
Cost: Your available movement, if any, is reduced to zero.
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The minotaur can move up to its speed without reducing its available movement. Then, it can make a +1 melee strike vs. Armor with its horn.
Hit: 2d6+11 damage.
| Gore |
Standard action |
Tags: Keen
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The minotaur makes a +3 melee strike vs. Armor with its horn.
Hit: 2d6+11 damage.
| Elite Cleanse | Triggered |
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At the end of its turn, the minotaur rolls 1d10. On an 6 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.