Fire archomental


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Cleon

Legend
Fire Archomental
Gargantuan elemental, neutral
Armor Class 16
Hit Points 372 (24d20 + 120)
Speed 50 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
21 (+5)​
22 (+6)​
20 (+5)​
10 (+0)​
16 (+3)​
19 (+4)​

Saving Throws DEX +13, CON +12, WIS +10, CHA +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 13
Languages Ignan
Challenge 24 (62,000 XP) Proficiency Bonus +7

Fire Aura. At the start of the fire archomental's turn, any creature or flammable object within 30 feet of the archomental takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, an ignited target take 5 (1d10) fire damage at the start of each of the archomental's turns. Dousing a burning creature will douse any burning objects worn or carried by that creature.

Fire Body. The fire archomental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the archomental or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. Nonmagical weapons that hit the fire archomental are destroyed by fire immediately after dealing damage to it.

Firepower. A fire archomental's body contains firepower, an energy it spends to power certain actions. The fire archomental starts every initiative with 5 firepower. At the start of every turn it gains 3 firepower; if this increases the archomental's firepower to more than 10 it must spend enough firepower that turn to reduce its firepower to 10 or less.

Illumination. The fire archomental sheds bright light in a 120-foot radius and dim light in an additional 120 feet.

Incendiary Resistance (Costs 2 Firepower). Whenever it is subjected to an effect that allows a saving throw, the fire archomental can spend firepower to burn the effect away and automatically succeed at its saving throw.

Magic Resistance. The fire archomental has advantage on saving throws against spells and other magical effects.

Magic Weapons. The fire archomental's weapon attacks are magical.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The fire archomental makes three attacks with any combination of firefists and incandescent bolts.

Firefist. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage plus 35 (10d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fireswarm (Costs 4 Firepower). The fire archomental hurls blazing orbs of fire to four different points within 1,000 feet. Each creature in a 40-foot-radius sphere centered on each targeted point must make a Dexterity saving throw. A creature takes 42 (12d6) fire damage and 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The spherical effect spreads around corners; a creature in the area of more than one fiery burst is affected only once.

Incandescent Bolt (Costs 1 Firepower per Bolt). Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 27 (6d8) fire damage plus 27 (6d8) force damage.

Purifying Pyre (Costs 3 Firepower). The fire archomental's body burns all the colors of the rainbow and it chooses two of the following options. It cannot choose the same option twice.
  • The archomental burns away a single condition or effect affecting itself.
  • The archomental burns away a spell or magical effect from a creature within its Fire Aura (which may be itself). Any spell of 6th level or lower on the target ends. For each magical effect or spell of 7th level or higher on the creature, the archomental makes a Charisma ability check against the DC of the spell or effect. On a successful check, the spell or effect ends.
  • All creatures and objects within 30 feet the fire archomental are engulfed in spiritual flames which only harm creatures or objects the archomental chooses to damage. Each chosen target must make a DC 20 Wisdom saving throw, taking 44 (8d10) psychic damage on a failed save, or half as much damage on a successful one.
  • The fire archomental uses Incendiary Curse against one target within its Fire Aura.
  • The fire archomental heals itself, regaining 27 (5d8 + 5) hit points.
Bonus Actions

Cleansing Flame (Costs 1 or 2 Firepower). For 1 firepower, the fire archomental can automatically burns away a single condition spell or magical effect affecting itself.
 Alternatively, the archomental can spend 2 firepower and use Cleansing Flame on a creature exposed to its Fire Aura (which includes itself) or that it has hit with an Incandescent Bolt. Any spell of 6th level or lower on the target ends. For each magical effect or spell of 7th level or higher on the creature, the fire archomental makes a Charisma ability check against the DC of the spell or effect. On a successful check, the spell or effect ends.

Flare (Costs 1 to 4 Firepower). The fire archomental's body becomes blazingly bright. For every point of firepower it spends, it sheds bright light in a 250 foot radius and dim light in an additional 250 foot radius. In addition, every creature within a 30 foot radius per point of firepower spent (i.e. 90 ft. for 3 firepower) must succeed on a DC 20 Constitution saving throw or be blinded until the start of the elemental's next turn.

Incendiary Curse (Costs 1 Firepower). The fire archomental selects a target within 100 feet. The target must succeed at a DC 20 Constitution saving throw or loses any resistance or immunity to fire damage it possesses for 1 minute. The ignited target can repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

Smoke Cloud. The fire archomental exhales a 60-foot-radius sphere of smoke and embers centered on a point within 40 feet of itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it; the cloud moves 10 feet away from the archomental in a direction it chooses at the start of each of its turns. When the cloud appears, any creature in it must make a DC 20 Constitution saving throw or violently cough and choke for 1 round, gaining disadvantage on ability checks. A creature must also make this saving throw when it enters the cloud's area for the first time on a turn or ends its turn there. All standard elementals (air, earth, fire, water) are immune to this choking, as are creatures that do not need to breathe such as undead.
 A fire archomental can only maintain one smoke cloud at a time; it can disperse its smoke cloud as a free action.

Stoke Aura (Costs 1 to 3 Firepower). The fire archomental increases the area its Fire Aura affects until the start of the archomental's next turn. The aura's range increases to 60 feet for 1 point of firepower, 80 feet for 2 points, or 100 feet for 3 points.

Legendary Actions

The fire archomental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archomental regains spent legendary actions at the start of its turn.

Cleansing Fire (Costs 1 Action). The fire archomental uses Cleansing Flame.

Purifying Fire (Costs 3 Actions). The fire archomental uses Purifying Pyre.

Incendiary Fire (Costs 1 Action). The fire archomental uses Incendiary Curse.

Smoking Fire (Costs 2 Actions). The fire archomental uses Smoke Cloud.

Create Fire Elemental (Costs 2 Actions). The fire archomental's hit points are reduced by 25 as part of it separates to become a fire elemental with 102 hit points. The elemental appears in an unoccupied space within the fire archomental's Fire Aura and acts on the archomental's initiative count. The archomental can't use this action if it has 25 hit points or fewer. The fire elemental obeys the fire archomental's commands and fights until destroyed.
 The fire archomental can command up to three of these created fire elementals at any one time. If the archomental creates a fourth fire elemental it must release one of the created elementals from its command. The released elemental becomes a normal free-willed elemental.

Description

Archomentals are primordial elemental beings of great size and power. Some, such as the Elemental Princes of Evil, are named and worshipped on the Prime Material, but the majority are unknown outside the elemental planes. A fire archomental typically resembles a titanic humanoid or multi-limbed beast composed of a mesmerizing blend of raging flames, billowing smoke, and swirling embers. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. The fire archomental can change the color and shape of its flaming form at will, constantly shifting and flickering with an otherworldly intensity. Typically orange-red with greyish smoke and blazing yellow highlights, should the archomental become excited or infuriated its flames wax and brighten, becoming searing golden-yellow then blindingly white as its firepower intensifies. Regardless of the fiery body's hue or intensity, its eyes are always smoldering black pits that resemble coals.

The Furnace of Rage. There are ancient tales that a subterranean dwarven kingdom once trapped a fire archomental and built their capital atop its prison to harness its power and forge wonders. The archomental either lacks a name or the few dwarves who know it dare not risk invoking the primordial being's attention by uttering it. Modern dwarves are highly adverse to discussing the story. They obliquely refer to the creature as "The Incinerator" or Inferno.
 Secondary sources have conflicting versions of what happened. Some account say the kingdom fell to outside forces when weakened by disaster or misrule: one record says a greedy king tapped too much of the archomental's power for the furnace city's adamantine forges and set the city ablaze. Most of these tales say the archomental still slumbers in its fiery pit beneath the capital, and when its weakening bonds finally collapse it will awaken and cause catastrophe.
 Alternative accounts say the fire archomental escaped its prison and burned the dwarves' entire kingdom to ashes, even the stonework. A few tales say the freed archomental resented its captivity so fiercely that to this day it pursues a volcanic vendetta against anyone who summons and binds fire elementals. Not surprisingly, it particularly hates dwarves who build elemental-powered furnaces. There are rumors its vengeance is aided by a tiny sect of extremist druids who believe elemental binding is an abomination against nature.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)

Note: Dungeons & Dragons first used "Archomental" in the 2E AD&D Planescape Monstrous Appendix III (1998) for unique semi-divine beings formerly known as Elemental Princes (the Princes of Elemental Evil had a 1981 debut in the 1E AD&D Fiend Folio). The Archomental presented above is not a one-of-a-kind entity like a Prince, but a grade of elemental of vast power, like the Elemasters of the D&D Immortals Rules (1986) or Third Edition D&D's Primal Elementals from the Epic Level Handbook (2002) and the Elemental Monoliths from Complete Arcane (2004).
 
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Cleon

Legend
That'll do for now.

I noticed a few things.

Firstly, why is it chaotic? Pure elementals are invariably true neutal.

Secondly, shouldn't it have darkvision like a Fire Elemental? I know it doesn't make much sense for a creature that naturally illuminates its surroundings, but that's what the SRD says!

Thirdly, I'm wondering whether its Wisdom should be higher than a bog standard firemental. Aren't these creatures supposed to be among the most ancient and experienced of their kind?

Fourthly, instead of "Empowered Attacks" why not use the standard "Magic Weapons" wording, i.e.:

Magic Weapons. The fire archomental's weapon attacks are magical.

That cover its melee weapon attacks and ranged weapon attacks.

[EDIT] That reminds me, I meant the Incandescent Bolt to be a ranged weapon attack not an auto-hit attack. That goes nicely with the fire archomental freely combing bolts and Firefists during a Multiattack.
 
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Casimir Liber

Adventurer
(a) was thinking of chaotic nature of wildfire, but changed to neutral (no preference really)
(b) has darkvision (c) WIS now 16 like Imix (d) changed to magic weapon (c) yes added "ranged weapon attack" to paragraph

THe page is really long...
 

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Last edited:

Cleon

Legend
(a) was thinking of chaotic nature of wildfire, but changed to neutral (no preference really)
(b) has darkvision (c) WIS now 16 like Imix (d) changed to magic weapon (c) yes added "ranged weapon attack" to paragraph

THe page is really long...

60 feet seems trifling for the Darkvision range as it's shorter than its Blindsight. I'd go for darkvision 240 ft. A standard Fire Elemental's darkvision has a darkvision range of 60 ft., which is the same as the dim light radius of its Illumination (as that's "sheds bright light in a 30-foot radius and dim light in an additional 30 feet"), so if we do the same for the archomental version its darkvision would see four times further.

Maybe give the Bolt a longer range than 240 feet? A comparable range to a crossbow or bow would allow it to exchange fire with distant opponents. In either case, I'm wondering if it should have a ###/### ft. split range like a missile/thrown weapon.

Have some thoughts for some other Actions but I'm not feeling energetic enough to type them up right now.
 

Casimir Liber

Adventurer
Yes these make sense - made darkvision 240ft, also made range 200/800ft as thinking...surely a godzilla-like critter has a longer range than a goddamn longbow.....
 

Cleon

Legend
Yes these make sense - made darkvision 240ft,

240 feet it is, will add it to the Fire Archomental.

Also, I've realized its to hit numbers be +13 rather than +12 since the Firemental's DEX is higher than its STR. A standard CR 5 Fire Elemental had +6 to hit from its DEX 17, not +3 from its STR 10.

also made range 200/800ft as thinking...surely a godzilla-like critter has a longer range than a goddamn longbow.....

I'd be fine having it be shorter than longbow range. Maybe it hurls these bolts like a giant hurls rocks.

So long as it's comparable to the range of the spells and weapons its opponents might be using against it it works for me. What's the longest range attack spell a Firemental's likely to face?

Most are shorter than a bowcast: chain lightning (150 ft.) or freezing sphere (300 ft.) seem the most likely spells and longbows are 600 ft. I suppose it'll face an occasional meteor swarm (1 mile!) but I'd be reluctant to give its bolts a range of thousands of feet without weakening them somehow.

You know, I'm wondering whether it should cost the Fire Archomental a point of Firepower to throw a bolt? Or maybe it costs points to throw more than one bolt in a round?

Oh, and I thought Archomental's where like as big as a house, not godzilla sized.

Imix is 18 feet tall in most official stats and is rated Large or Huge, except for Return to the Temple of Elemental Evil where he's Gargantuan with an unstated size, although being 3E he'd likely be in the 32 to 64 foot height range.

That's not the 160 feet minimum of Godzilla, who started out as a 50 metre monster.
 

Casimir Liber

Adventurer
Fair points - ok made its range 100/400 ft.
Maegera is gargantuan in the rules (odd as Imix is Huge, oh well)
I like the idea of it costing Firepower to hurl more than one bolt/round maybe
 

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