(Illustration by Chris McFann)
Templates give you an easy way to update a creature from a normal version to an elite version. Each template is assigned one or more roles, and—although it isn’t necessary—a creature is best served by using a template that matches its original role.
See the 4E Dungeon Master’s Guide for more on templates.
Soul-Burned (Elite Artillery (Leader))
When a fire creature of the elemental realms dies, particularly through necrotic forces, it is rumored that sometimes a tiny portion of its life force survives. If this life force makes its way into another being, the result is a soul-burned creature. These creatures appear normal until agitated or injured, at which time their eyes begin to glow and thin trails of ashy smoke issue from their bodies…
This template can be applied to any creature. It represents a creature permeated with a supernatural flame from the elemental realms.
Prerequisite: Any creature.
Fire (XP Elite)
Defenses +1 AC, +1 Fortitude, +2 Reflex, +2 Will
Saving Throws +2
Action Point 1
Hit Points +6/level + Constitution score
TRAITS
Combat Advantage • Fire
The soul-burned creature deals and extra 1d6 fire damage on attacks against any target it has combat advantage against.
STANDARD ACTIONS
[a] Blinding Burst • Recharge 4, 5, 6
Attack: Area burst 1 within 10 (creatures in burst); level +3 vs. Reflex.
Hit: The target is blinded (save ends).
TRIGGERED ACTIONS
[c] Searing Scars (fire, psychic) • 2/Encounter
Trigger: The soul-burned creature is bloodied for the first time, or it is reduced to 0 hit points.
Attack: Close burst 3 (creatures in burst); level +3 vs. Reflex.
Hit: Ongoing 5 fire and psychic damage, and the target is blind (save ends both). Increase to 10 fire and psychic at 11th level; increase to 15 fire and psychic at 21st level.
Feed the Flames • At-Will
Trigger: The soul-burned creature takes damage from a fire attack.
Effect (Immediate Reaction): The soul-burned creature gains 10 temporary hit points.
Soul-Burned Tactics
If possible, a soul burned creature uses blinding burst before its normal attacks, targeting blinded enemies in following rounds. Because of the soul-burned creature’s feed the flames power, it is especially dangerous in conjunction with fire hazards and allies that use burst or blast fire attacks.
Is Searing Scars 5 fire and 5 psychic damage per turn, or 5 damage that is both fire and psychic per turn?
While I’m not the designer, I think it means 5 damage that is both fire and psychic in nature, so that just fire resistance or just psychic resistance would be insufficient.
-Ben.
Agreed. When written that way a power has both types.
I like the template. Feed the Flames is unlikely to come up… but is cool if it does. Of course, the DM could hunt down a creature that does minor fire damage, such as some fire damage with an aura or a zone…
Nice to see a template I might actually employ!
I can understand why Alphastream, above, suggested that Feed the Flames wouldn’t come into play; but the sheer glut of supporting feats and powers that let a PC create a pyromantic character (wizard or sorcerer) who can damage flame-resistant creatures means I can see many parties triggering that effect…then realizing they need to largely bench one character or keep on doing so.
“Ignus wishes to burn.”