Ember Guard
Dungeons & Dragons · Tabletop · Elemental Constructs
- Tier
- LOW 7-B
- Attack Potency
- Small City Level
- Speed
- Relativistic+, up to Ftl+
- Durability
- Small City Level
Powers and abilities
- Superhuman Physical Characteristics
- Inorganic Physiology (Type 1)
- Large Size (Type 0)
- Enhanced Senses
- Aura (Emits a fiery aura dealing passive damage to those within relatively close proximity of it)
- Regeneration (Mid)
- Morality Manipulation via Aligned Strike (Overcomes resistances and reductions of good and chaotic enemies)
- Martial Arts
- Fire Manipulation
- Invulnerability via Fortification (Has a chance to simply ignore the effects of an attack)
- Breath Attack (Can fire a cone of flame at enemies)
- Self-Destruction via Death Throes
- Body Control (Can open itself up to have a passenger inside ofit)
- Immortality (Type 9; As an elemental an it can be hit only by +2 magical weapons and above which means it exists on at least three planes)
- Damage Reduction
- Elemental Manipulation
- Extreme Resistance to Fire Manipulation
- Acid Manipulation
- Ice Manipulation
- Magic
- Reality Warping
- Holy Manipulation and Subjective Reality
Weaknesses
Cold damage that overcomes his reduction deals increased damage
Ranked tied for #63 of 704 in Dungeons & Dragons by strength.
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