Actions/Abilities/Traits: (D&D 5e)
Action
Slam
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage, plus 10 (3d6) fire damage.
Special
Molten Body
A creature that touches the thoqqua or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, at the start of each of its turns, the thoqqua deals 10 (3d6) fire damage to any creature grappling it. Any nonmagical weapon made of metal or wood that hits the thoqqua melts or burns. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the thoqqua is destroyed after dealing damage.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Critical Failure
As failure, but the weapon used to Strike the thoqqua becomes broken unless the weapon is made of metal, has more than 10 Hardness, or is resistant to or immune to fire.
Ability
Critical Ignition
On a critical hit with a body Strike, a thoqqua inflicts an additional 1d6 persistent fire damage.
Ability
Critical Success
The attacker is unaffected.
Ability
Failure
The attacker takes 2d4 fire damage.
Ability
Molten Body
(evocation, fire, primal) A thoqqua's body is hot enough to melt stone. A creature who grabs a thoqqua, is grabbed by a thoqqua, or critically fails a melee Strike with an unarmed attack or agile weapon takes 1d4 fire damage (DC 15 basic Reflex save).
Ability
Reactive Thrash [Reaction]
Circumstance: Trigger: A creature within the thoqqua's reach hits the thoqqua w
The thoqqua instinctively thrashes into the attack, pressing its molten hot scales forward. The attacker must attempt a DC 15 Reflex save.
Ability
Success
The attacker takes 1d4 fire damage.
Offense
Melee
Circumstance: combat round (melee)
beak +9 [+4/-1], Damage 1d8+3 piercing plus 1d6 fire and critical ignition
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
bleed
paralyzed
poison
sleep
Language
(can't speak any language)
Ignan
Perception
darkvision
tremorsense (imprecise) 60 feet
Weakness
cold 5