Iron & Aether
Table of Contents

Scorched

Tier 0


Small
Small motes of hovering light that from a distance appear harmless, but upon close inspection are actually autonomous balls of tightly-knit streaks of lightning emanating from a small central mass.
Statistics
STR 0 CON 1 AGI 5 DEX 0 INT 1 WIS 1 CHA 1
DEF 4 (Armor 1, Dodge 3), RaDEF 8
Health 21 (6d4 +6)
Damage Immunities Burn, electric
Damage Resistances Physical
Damage Vulnerabilities Freeze
Saves Fort. 1 (+1), Ref. 3 (+5), Will. 1 (+1)
Condition Immunities Prone
Speed Flying 4m/sec
Action Skills Arcana 2 (+1), Perception 3 (+1), Stealth 1
Weapon Skills Aether 3, Unarmed 3
Senses Darkvision
Languages Demonic
Locations Plane of Light

Passive Abilities
Proximity Shock. All creatures standing within 1m of the Lightning Wisp take 3d6 electric damage at the start of each of their turns and when they get close enough to the Wisp (removing a single reaction if this damage was dealt before the start of the targeted creature's turn); this damage is reduced only by the creature's Armor score; this damage is also dealt with advantage and is final if a creature touches it with a conductive object.
Actions
Luxomancy. The Lightning Wisp has 15 Mana that it can use to cast Lightning spells.
Headbutt. Melee attack, 1 target, 1s, 3d4 physical/electric damage.
Tactics
Lightning Wisps prefer to travel and attack in groups of 3+1d3, and when attacking, try to come in at their prey from all sides or from each exit to a given area, knowing that their Proximity Shock ability will almost certainly eliminate any hope their target has of fleeing.
Treasure
Aether: Light Aether (gas or liquid), 1/4 lb.

Small
Wretched, ugly little creatures with burning eyes, claws, scraggly pointed teeth, and bat-like wings. Imps manifest their innate hatred via troublesome, mischevious, and often quite dangerous pranks, taking great schadenfreude in seeing their victims' displeasure and/or misery. Though imps do not like to fight, nor will they shy away from it if violence presents itself.
Statistics
STR 1 CON 2 AGI 3 DEX 3 INT 1 WIS 1 CHA .5
DEF 5 (Armor 2, Dodge 3), RaDEF 9
Health 18 (4d4 +8)
Damage Resistances Burn
Damage Vulnerabilities Freeze
Saves Fort. 1.5 (+2), Ref. 3 (+3), Will. .75 (+1)
Speed Walking 3m/sec, Flying 2m/sec
Action Skills
Weapon Skills Aether 3, Small 3, Unarmed 3
Senses Arcane darkvision
Languages Demonic
Locations Plane of Light
Actions
Luxomancy. The Imp has 10 Mana that it can use to cast Fire spells.
Bite/Claws. Melee attack (Short), 1 target, 1.5s, 3d6 +1 physical damage.
Tactics Imps, though as malicious as any other Scorched, are not very bright, and since they do not actively seek out violence, see little problem with traveling and acting alone - indeed, most prefer it. As a result, Imps often travel in groups of 1d3 at the most. Otherwise, Imps prefer vile (and sometimes deadly) pranks and sabotage to outright combat; despite their meager intellect, they do know to run away when they are faced with clearly unfavorable odds.
Treasure
Aether: Light Aether (liquid), 1/2 lb.

Small
Lizard-like creatures about the size of a Human child with burning red eyes, a burning tail, and that breathe fire, Salamanders could actually be considered quite cute - were it not for their wild and savage nature, as well as their tendency to set fires.
Statistics
STR 1 CON 2.5 AGI 3 DEX .5 INT 1 WIS 2 CHA .5
DEF 5.5 (Armor 4, Dodge 1.5), RaDEF 9.5
Health 30 (6d4 +15)
Damage Immunities Burn
Damage Vulnerabilities Freeze
Saves Fort. 1.75 (+2.5), Ref. 1.75 (+3), Will. 1.25 (+2)
Speed 5m/sec
Action Skills
Weapon Skills Aether 3, Unarmed 3
Senses Darkvision
Languages Understands Demonic but cannot speak
Locations Plane of Light
Passive Abilities
Burning Blood. Any creature that touches the Salamander or deals final damage to it with a weapon with the "Short" property immediately takes 1d6 +2.5 burn damage, reduced only by their Armor score.
Sticky Feet. The Salamander can move up and down walls and across ceilings without difficulty.
Actions
Luxomancy. The Salamander has 10 Mana that it can use to cast Fire spells.
Bite. Melee attack (Short), 1 target, 1.5s, 3d6 +1 physical + 1d6 +2.5 burn damage.
Fire Breath. Cone (3m), 2s, 3d6 +2.5 burn damage: targets have a percent chance of catching fire equal to the final damage they took; recharges after 1d4 seconds.
Tactics Salamanders are more animalistic than most other Scorched, lacking the ability to speak or strategize in any significant way. They are no more or less savage and hateful, however, and while not particularly intelligent, nor are they overly foolish, often traveling and attacking in groups of 2+1d3.
Treasure
Aether: Light Aether (liquid), 1/4 lb.



Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:

Tier 1





Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:



Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:

Tier 2





Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:



Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:

Tier 3





Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:



Statistics
STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities

Actions

Treasure
Armor Materials:

Tier 4


Tier 5


Tier 6