Arel, the Shape of Flame [Archive] - Wizards Community

Post/Author/DateTimePost
Keebler

06-02-05, 09:23 PM
In the spirit of this month's theme and because I desperatly need help statting something I put in a campaign I present to you a rough outline of Arel, the Shape of Flame. This has little reseblance to the Arel from Brian Clevinger's Nuklear Age outside of it's name.

Arel, the Shape of Flame
Medium-sized Elemental (Fire, Native, Chaotic)
Hit Dice: 17d8+34 (111 hp)
Initiative: +3
Speed: 45 ft, 90 ft fly(perfect)
AC: +3 dex +1 natural
BAB: +12
Attack: +13 fire touch (2d6 fire)
Full Attack: +13 fire touch (2d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, Shape of Flame, Flame Aura
Special Qualities: Darkvision 60, Elemental traits, fire subtype, chaotic subtype, frightful presence
Saves: fort 6 ref 13 will 5
Abilities: Str 12 Dex 16 Con 12 Int 14 Wis 6 Cha 24
Skills: Spellcraft 24 Concentration 21 K:Arcana 21 K:The Planes 21
Feats: Magical Aptitude, Improved Initiative, Empower Spell-like ability(fireball, scorching ray), Iron Will, Improved Toughness
Environment: Any
Organization: Solitary
CR:15
Treasure: Standard
Alignment: Always Chaotic Evil

You see a humanoid figure flying through the air unaided. He has on a tattered orangish yellow tunic and breeches. He seems to be wreathed in a hazy yellowish field, and flames pour from his hands as he lays waste to the small village below him. He glances over at you, and a sickening gleam seems to appear in his eye. A puff of flame surrounds him, and he dissappears. You suddenly feel heat pouring onto your back. "You came a bit to close to the flame, and now you will BURN!" All that was found of you was a crater in the forest near the ruins of a village.

Arel, the Shape of Flame once was a mortal sorcerer who became utterly obsessed with fire. He worked for his entire life to further his knowledge of this powerful elemental force. During his study, he even went as far as making pacts with demons to further his power and knowledge. One of these demons offered Arel a deal that no true pyromaniac could ever pass up-immortality, and a forever flaming form. Arel immediatly accepted, and went through a grueling ritual that transformed his physical form with elemental fire, while keeping his normal apperance. Unbeknownst to him, the demon introduces some of it's own essence into the ritual, and forever altered Arel's nature. Arel's pyromania took on a new, twisted bent. He began to destroy lives, buildings, anything flammable in order to increase his knowledge of flame's powers. He usually attacks a settlement once every year or so, makes some observations, then relocates to a new base and dissemenates his new information. He tries to keep his attacks at random locations, as to not be caught, but has been known to get careless before.

Combat
Arel always tries to get at least 100 feet away from his targets, then opens up with his spell-like abilities. If his marks manage to close with him, he tries to stay just out of reach and uses his area effect abilities on himself and his opponents. He usually saves his empowered fireball for people who wield cold based spells or weapons. If brought below 50 hit points, he uses his empowered fireball on the opponent who did the most damage to him.

Spell-like abilities(sp): At Will-Fireball, Flaming Sphere, Scorching Ray, Pyrotechnics 3/day-Wall of Fire 1/day Delayed Blast Fireball. All spells cast at 15th level, saves are Cha-based.

Shape of Flame(su): Arel may, once per day as a standard action transform into a living flame instead of his normal form. This form adds an additional 1d6 fire damage to his touch attack, the ability to use burning hands once per round as a free action (not a swift action), and adds an additional +4 to the save DC for his frightful presence. He appears as the same shape, but otherwise looks like a medium sized fire elemental.

Flame Aura(su): Arel is constantly surrounded by an aura of fire that appears somewhat similar to the ubiquitous yellow aura that always seems to trail Goku from Dragonball Z. This aura is the source of his touch attacks damage, and give him his fire subtype. In areas that would require fortitude saves from cold, Arel becomes immune to these effects, but his Aura is supressed. Dealing 10 cold damage in a round supresses the field for 1d6 rounds, cumulative. Any less cold damage is simply absorbed by the field with no effect. When this aura is down, Arel loses his fire subtype, natural attack, frightful presence, and all spell like abilities except pyrotechnics and scorching ray.

Frightful Presence(su): All creatures within 30 feet that have a line of effect to Arel must make a will save DC 17 or be shaken as long as they remain within 30 feet. This is a product of his flaming aura, so if Arel is anywhere that his aura doesnt work in, this ability is null.

Elemental Type: Immune to critical hits, flanking, poison, sleep, paralysis, stunning.

Fire subtype: Immune to fire, Double damage from cold.


I feel that the CR is a bit off, but what do you think?