Hellfire Tornado
COMPLEX HAZARD 18Critical Success The creature is unaffected.
Success The creature is knocked Prone from the wind.
Failure The creature is knocked prone from the wind and gains weakness 10 to fire damage caused by the Hellfire tornado.
Critical Failure As failure, but the weakness is 15. The creature is also Fatigued from the heat.
(1 action; air, fire) The Hellfire tornado—a 15-footdiameter column 80 feet tall—moves 60 feet down the street. It can move through creatures' spaces, and creatures can move into its space, though the tornado's space is difficult terrain. Each creature the tornado moves through or each creature that ends its turn in the tornado's area takes 4d10 bludgeoning plus 4d6 fire damage (DC 40 basic Reflex save). A creature can be affected by the tornado only once per round.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and rises 10 feet into the air as it's engulfed by the tornado (Escape). While engulfed, a creature is Grabbed and Slowed 1, and if it doesn't have a fly Speed, it gains a 10-foot fly Speed until it either reaches the ground or ceases to be in the tornado's area, potentially falling when the hazard ends or when it leaves the tornado's area. A creature engulfed by the tornado moves along with it on the tornado's turn.
Critical Failure As failure, except the creature takes double damage and rises 20 feet into the air.