Pyrogeist

Chris Van Deelen

No. Enc: 1
Alignment: Chaotic
Movement: 180’ (60’)
AC: 3
HD: 6
Attacks: Special (see below) or 2 punches
Damage: See below or 1d6+1d6 / 1d6+1d6
Save: L6
Morale: 8
Hoard Class: None

These creatures made their appearance in the ruined wasteland of the Ukraine around the same time as the better known Poltergeist. Due to how similar these creatures are to one another, most wasteland scholars agree that they are one in the same, except where the Poltergeist use electricity and telekinesis, these creatures use thermal energy instead. The creature can still use its telekinesis to hurl objects in the same manner, but it prefers not to, instead it will use its fire-based attacks.

These mutants are far less common than their electrical brethren, and typically only one is ever encountered. They prefer to live in highly radioactive locations or areas where heat is always present. There have been reports of these creatures living in active volcanoes that had been created during the final wars.

Physically, these mutant humans appear identical to their Poltergeist cousins, except that their skin is a dark red in hue. They also possess the same mutations, but like already stated, instead of electrical based attacks, these mutants use thermal or fire-based attacks instead. Heat-waves are clearly visible, wafting away from their bodies at all times. Like their cousins, these creatures prefer to remain invisible most of the time, but when they are about to attack, they appear to be a ball of floating flames, which glows brightly even at high noon.

The creatures are capable of using their telekinetic powers in much the same manner as the Poltergeist but when engaging in combat, they have several different attacks, all thermal based, to draw upon.  First, they can fire a bolt of fire at any target within 200’. This is treated as a ranged attack and if the bolt hits the target, it causes 3d6 thermal-based damage. Anything that is within 10’ of the target must make a saving throw versus energy or suffer 3d6 damage as well. Save means they were able to avoid the thermal explosion. The creature can use this ability once every 3 rounds.

The second attack they possess is that of a powerful fireball. It has a range of 200’ as well, and is treated as a ranged attack. This fireball will explode, causing 6d6 damage in a 30’ radius. Anything caught in that radius must make a saving throw versus energy. Even if the saving throw succeeds, those within the blast radius will suffer half-damage. The mutant can use this ability once every 6 rounds.

Another defensive ability these mutants possess is that they are capable of setting up literal walls of fire. These walls are 10’ in height length, and the creature can create a maximum of 4+1d6 walls at a time. Anyone trying to pass through such a wall will suffer 2d6 points of damage and anyone standing within 5’ of such a wall must save versus energy or suffer 1d6 points of damage per round. The