CREATURE 3
Perception +12; heatsense [object Object] feet
Languages Immolis; telepathy 100 feet
Skills Acrobatics +10, Athletics +10, Intimidation +9, Stealth +10, Survival +9
Str +3 Dex +4 Con +0 Int -3 Wis +3 Cha +0
Heatsense An immolis can sense creatures whose bodies are hotter than their surroundings as a precise sense at the listed range. Creatures that produce no heat—such as many undead or constructs—are concealed to an immolis, as are creatures who successfully mask their body heat (such as by submerging themselves in cold water).
AC 19; Fort +6, Ref +12, Will +9
HP 50
Speed 40 feet, climb 40 feet
Melee jaws +10, Damage 1d10+5 slashing
Heat Beam (evocation, fire, occult) The immolis targets a living creature within 30 feet and directs a beam of volatile psychic energy toward it, increasing the rate at which the creature's body produces heat. The target must attempt a DC 20 Fortitude save. The second and third time an immolis uses Heat Beam in the same round, the DC lowers to 16 or 12, respectively. Success The creature is unaffected.Failure The creature takes 2d6+5 fire damage.Critical Failure The creature takes 4d6+5 fire damage and 5 persistent fire damage.
Gatewalkers #1: The Seventh Arch, page 88.
Open Immolis in the interactive creatures list or browse all creatures starting with I.