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PFS StandardSootsoldiers

Powerful deities and warlords strive for dominance over the Plane of Fire and the rest of the Inner Sphere in order to prove fire's supremacy. Armies of flaming soldiers go to war against each other on battlefields of smoke and smoldering char, all unable to bring their full power to bear. Ymeri, the vicious and victorious Queen of the Inferno, commands legions of sootsoldiers: elementals capable of battling the armies of her foes and, even when destroyed, rising from the ashes of the Eternal Furnace, scorched and triumphant.

Elite | Normal | Weak
Proficiency without Level

SootsoldiersCreature 10

Gargantuan Elemental Fire Troop 
Source Rage of Elements pg. 133
Recall Knowledge DC 27 • Elemental (Arcana, Nature)
Perception +20; darkvision, smoke vision
Languages Pyric
Skills Acrobatics +21, Athletics +21, Nature +18, Plane of Fire Lore +18, Warfare Lore +18
Str +7, Dex +5, Con +6, Int +2, Wis +4, Cha +0
Smoke Vision Sootsoldiers ignore the concealed condition from smoke.
AC 30; Fort +20, Ref +21, Will +18
HP 165 (16 squares); Thresholds 110 (3 segments), 55 (2 segments); Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses area damage 10, cold 10, splash damage 10
Ashen Smoke When the sootsoldiers are reduced by an HP Threshold or are reduced to 0 HP, the destroyed soldiers crumble to a cloud of ash-laden smoke in 20-foot burst centered on the sootsoldiers. All creatures within the cloud are concealed, and all creatures outside it are concealed to those inside. The smoke lasts for 1 minute or until dispersed by a strong wind.Troop Defenses
Speed 40 feet; troop movement
Incinerating Grasp [one-action] to [three-actions] Frequency once per round; Effect The sootsoldiers reach to constrain each enemy in a 5-foot emanation in their fiery clutches (DC 26 basic Reflex save). The damage and additional effects depend on the number of actions.
[one-action] 2d8 fire damage
[two-actions] 3d8+7 fire damage plus grabbed
[three-actions] 4d8+7 fire damage plus grabbed
Seething Flash [two-actions] (fire, primal) The sootsoldiers reignite and rush across the battlefield, Forming Up and Striding twice. At the end of this movement, a wave of flame and heat pours off the sootsoldiers, dealing 4d8 fire damage to other creatures in a 10-foot emanation, with a DC 29 basic Reflex save. A creature that critically fails its save is also knocked prone.

Sidebar - Advice and Rules The Radiant Host

Sootsoldiers who serve the other Lord of Fire, the Lambent King Atreia, are covered in glowing embers instead of black char. In place of ashen smoke's normal effects, any creature in the area must attempt a DC 29 Reflex save. On a failure, for 1 minute that creature is dazzled and its invisibility is negated.

All Monsters in "Elemental, Fire"

NameLevel
Cinder Rat3
Elemental Inferno11
Ember Fox2
Filth Fire4
Firewyrm9
Lava Otter1
Living Magma13
Living Wildfire5
Magma Scorpion8
Salamander7
Solar Crow10
Sootsoldiers10
Striding Fire6

Elemental, Fire

Source Monster Core pg. 144
Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.

Elemental

Related Groups Elemental, Air, Elemental, Air, Elemental, Earth, Elemental, Earth, Elemental, Metal, Elemental, Scamp, Elemental, Scamp, Elemental, Water, Elemental, Water, Elemental, Wisp, Elemental, Wood
The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.

Sidebar - Additional Lore Diverse Elementals

The Elemental Planes are more than expanses of sky, rock, metal fire, wood, and ocean. Clouds of fog, dust, and storms float through the Plane of Air. The Plane of Earth includes verdant groves, shining metal and crystal, and irradiated wastelands. The Plane of Fire features magma, suffocating smoke, and radiant firelight. Amid the endless sea of the Plane of Water are pockets of ooze and brine, plus the otherworldly environs of the deep.

Sidebar - Additional Lore Elemental Temperaments

More than other elementals, fire elementals tend to hold more extreme views. However, they do tend away from stagnation and often seek change in one form or another. Fire’s inherently capricious nature seems to prevent these creatures from submitting to authority, but the right leaders can direct their often destructive nature by appealing to it.

Sidebar - Related Creatures Elemental Wyrms

The icewyrm is the most widely encountered elemental wyrm, but others exist as well, including the blazing firewyrm, the sleek but somewhat smaller sparkwyrm, and the largest of them all, the immense and acidic sludgewyrm.

Sidebar - Treasure and Rewards Fire Elemental Treasure

Often, nothing remains after defeating a fire elemental but a pile of ashes and the fading smell of smoke. But sometimes, fragments of their elemental power remain behind. At the GM’s discretion, a fire elemental can leave behind ashes, lumps of charcoal, or ever-smoldering cinders that are valuable components for the construction of fire-themed magic items.

Sidebar - Advice and Rules Flame and Fathom Meet

Though fire and water classically oppose one another, in the right mixture they can become a dangerous combination. Water elementals heated to a scalding temperature through natural factors such as underwater volcanoes might deal 1d6 persistent fire damage with their Strikes, while fire elementals infused with moisture might exude clouds of obscuring or even blinding steam.

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