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Converting "generic setting" Second Edition monsters
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<blockquote data-quote="Cleon" data-source="post: 5617796" data-attributes="member: 57383"><p><strong>Fire Phantom Working Draft</strong></p><p></p><p><strong><span style="font-size: 15px">Fire Phantom</span></strong></p><p>Medium Elemental (Fire, Extraplanar)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +7</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12</p><p>Base Attack/Grapple: +1/+1</p><p>Attack: Slam +3 melee (1d8 plus 1d4 fire)</p><p>Full Attack: Slam +3 melee (1d8 plus 1d4 fire)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Burn</p><p>Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, subservient to fire, vulnerability to cold</p><p>Saves: Fort +1, Ref +6, Will +0</p><p>Abilities: Str 11, Dex 17, Con 12, Int 6, Wis 11, Cha 11</p><p>Skills: Listen +2, Spot +3</p><p>Feats: Combat Reflexes, Improved Initiative (B), Weapon Finesse (B)</p><p>Environment: Elemental Plane of Fire</p><p>Organization: Solitary</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Usually neutral</p><p>Advancement: —</p><p>Level Adjustment: —</p><p></p><p><em>A vaguely humanoid figure formed out of flames.</em></p><p></p><p>Fire phantoms are among the weakest of the elemental creatures on the Elemental Plane of Fire. They obey or flee from more powerful fire elementals. Fire phantoms can be summoned to the material plane using the spell <em>fire phantom</em>, but more powerful fire elementals can easily dismiss a summoned fire phantom back to its native plane due to their subservience to flame creatures.</p><p></p><p>A fire phantom is 7 feet tall and weighs about 2 pounds.</p><p></p><p>Fire phantoms speak Ignan.</p><p></p><p>COMBAT</p><p></p><p>Fire phantoms are unsophisticated combatants, they close with their opponents as quickly as possible and attack with blows of their flaming limbs.</p><p></p><p><strong>Burn (Ex):</strong> A fire phantom's slam attack deals bludgeoning damage plus fire damage from the phantom's flaming body. Those hit by a fire phantom's slam attack also must succeed on a DC 12 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.</p><p></p><p>Creatures hitting a fire phantom with natural weapons or unarmed attacks take fire damage as though hit by the phantom's attack, and also catch on fire unless they succeed on a Reflex save.</p><p></p><p><strong>Subservient to Fire (Su):</strong> A fire phantom is so tied to the plane of fire, that it can be banished, rebuked or controlled by other elementals of the fire subtype, provided those elementals have more HD than the fire phantom. The other elemental may rebuke or command the fire phantom as a cleric of its hit dice; the fire phantom resists as an undead with +2 turn resistance. If a fire elemental rebukes a fire phantom outside its native plane, the fire phantom is banished home to the Elemental Plane of Fire.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5617796, member: 57383"] [b]Fire Phantom Working Draft[/b] [B][SIZE=4]Fire Phantom[/SIZE][/B] Medium Elemental (Fire, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +7 Speed: 30 ft. (6 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Slam +3 melee (1d8 plus 1d4 fire) Full Attack: Slam +3 melee (1d8 plus 1d4 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Burn Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, subservient to fire, vulnerability to cold Saves: Fort +1, Ref +6, Will +0 Abilities: Str 11, Dex 17, Con 12, Int 6, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Combat Reflexes, Improved Initiative (B), Weapon Finesse (B) Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: — Level Adjustment: — [I]A vaguely humanoid figure formed out of flames.[/I] Fire phantoms are among the weakest of the elemental creatures on the Elemental Plane of Fire. They obey or flee from more powerful fire elementals. Fire phantoms can be summoned to the material plane using the spell [I]fire phantom[/I], but more powerful fire elementals can easily dismiss a summoned fire phantom back to its native plane due to their subservience to flame creatures. A fire phantom is 7 feet tall and weighs about 2 pounds. Fire phantoms speak Ignan. COMBAT Fire phantoms are unsophisticated combatants, they close with their opponents as quickly as possible and attack with blows of their flaming limbs. [B]Burn (Ex):[/B] A fire phantom's slam attack deals bludgeoning damage plus fire damage from the phantom's flaming body. Those hit by a fire phantom's slam attack also must succeed on a DC 12 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a fire phantom with natural weapons or unarmed attacks take fire damage as though hit by the phantom's attack, and also catch on fire unless they succeed on a Reflex save. [B]Subservient to Fire (Su):[/B] A fire phantom is so tied to the plane of fire, that it can be banished, rebuked or controlled by other elementals of the fire subtype, provided those elementals have more HD than the fire phantom. The other elemental may rebuke or command the fire phantom as a cleric of its hit dice; the fire phantom resists as an undead with +2 turn resistance. If a fire elemental rebukes a fire phantom outside its native plane, the fire phantom is banished home to the Elemental Plane of Fire. [/QUOTE]
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