Fire Elemental Rockcaller | Level 14 Artillery
Large Elemental Magical Beast (Fire) | 1000 XP
Magma Aura: Aura 1; +17 vs. Fortitude; Targets take 2d6+ 5 plus ongoing 10 Fire damage (save ends).
Initiative: +7 | Senses: Perception +14 ; Low-light Vision
|STR- 24 +7 (+14)||DEX- 17 +3 (+10)||WIS- 15 +2 (+9)|
|CON- 22 +6 (+13)||INT- 12 +1 (+8)||CHA- 20 +5 (+12)|
|Fortitude- +26||Reflex- +22||Will- +24|
HP: 112 | Bloodied: 56
Speed: 6 squares
Vulnerable: Ice, Lightning (+10)
Punch | Melee: Standard; At-will - Fire
+21 vs. AC; Reach 2; 2d6+ 6 damage, plus ongoing 5 Fire damage (save ends).
Fireball | Ranged; Standard; At-will - Fire
+19 vs. Reflex; Range 10; 2d6+ 5 Fire damage. Secondary Attack: +17 vs. Fortitude; Close burst 2; Targets take ongoing 5 Fire damage (save ends).
Pillars of Fire | Standard; Encounter (Recharge when bloodied) - Fire
+17 vs. Reflex; Area burst 3; 3d6+ 6 Fire damage, and the target is restrained (save ends).
Fireforged Armor | Minor; Encounter (Used only when bloodied)
The Rockcaller gains a +4 bonus to AC when bloodied.
The Rockcaller gains a +2 bonus to attack rolls against any opponent it has combat advantage over.
Fiery Rupture | Free; Encounter - Fire
The Rockcaller bursts in a fury of flame and searing hot rocks as it is slain. The opponent who had slain the Fire Elemental automatically takes ongoing 10 Fire damage (save ends). +17 vs. Reflex; Area Burst 2; 3d8+ 5 Fire damage.
Alignment: Unaligned | Languages: Common; Primordial
Skills : Athletics +19 ; Arcana +13 ; Dungeoneering +15 ; Endurance +18 ; Intimidate +19 ; Perception +14
Fire Elemental Rockcallers are creatures naturally adept to its native element. They can forge rock into searing hot pillars or throw balls of flame mighty distances. They are swift creatures, but clumsy at the same time.
Tactics: Rockcallers use Fireball upon unsuspecting targets, then they drop into the midst of the battle, using Pillars of Fire against multiple foes.
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