Friday, February 20, 2015

Fiend Folio Friday: Firenewts

Firenewts

Firenewts are distant relatives of lizard men who live in sun-baked rocky hills, volcanic regions or any other locale which tends to be hot, dry and sometimes sulphurous, whether above or below ground.

A typical firenewt is a mottled sepia colour, darkest along the spine and fading to near-white on the belly. The smooth flesh and features are eel-like, though the flesh is dry. The eyes are deep crimson. Females are slightly shorter than males (about 5%' tall) and are a duller brown. The young are light in colour, darkening progressively as they approach maturity.

Masters of the Giant Striders

One in three firenewts encountered above ground will be mounted on giant striders, as will ninety percent of elite warriors and all priests. These beasts are trained by the priests and are highly skilled in melee even if the firenewt 'master' dismounts.

Marauding Hordes

Firenewts are cruel marauders — if firenewts are encountered they will usually be the members of a hunting party. They delight in torturing and roasting victims alive before feasting on them.

Firenewt Lairs

In a firenewt lair there will be an additional 70% females and 150% young as well as a secret, closely-guarded hatching ground containing 200% eggs. The hatching ground will be under the priests' control and will be guarded by 1-3 young fire lizards.

The lair will be ruled by an overlord firenewt who will have a close retinue of four elite warriors.

Firenewt Warrior
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 22 (4d8 + 4)
Speed: 30 feet
STR 12 (+1), DEX 10 (+0), CON 13 (+1), INT 8 (-1), WIS 10 (+0), CHA 10 (+0)
Damage Reduction: Fire
Skills: Athletics +3, Handle Animal +2
Senses: Passive Perception 10
Languages: Common, Lizardfolk, Ignan
Challenge: 1/2

Actions
  • Breath Weapon: The firenewt breathes fire on a single adjacent target as a bonus action. The target takes 3(1d6) fire damage, unless the target succeeds on a DC 11 Dexterity save.
  • Long spear: Melee weapon attack, 10 ft reach, single target, +3 attack, 5 (1d8+1) piercing damage
  • Long Sword: Melee weapon attack, 5 ft reach, single target, +3 attack 4 (1d8+1) piercing damage.
  • Shortbow: Ranged weapon attack, range 80ft/320ft, single target, +2 attack 3 (1d6) piercing damage.

Elite Firenewt
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 39 (6d8 + 12)
Speed: 30 feet
STR 14 (+2), DEX 10 (+0), CON 15 (+2), INT 8 (-1), WIS 12 (+1), CHA 10 (+0)
Damage Reduction: Fire
Skills: Athletics +5, Handle Animal +3
Senses: Passive Perception 11
Languages: Common, Lizardfolk, Ignan
Challenge: 1

Actions 
  • Breath Weapon: The firenewt breathes fire on a single adjacent target as a bonus action. The target takes 3(1d6) fire damage unless the target succeeds on a DC 13 Dexterity save.
  • Battle Axe: Melee weapon attack, 5 ft reach, single target, +4 attack 5 (1d8+2) slashing damage.
  • Shortbow: Ranged weapon attack, range 80ft/320ft, single target, +2 attack 3 (1d6) piercing damage.

Firenewt Priest
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 33 (6d8 + 6)
Speed: 30 feet
STR 12 (+1), DEX 10 (+0), CON 13 (+1), INT 10 (+0), WIS 16 (+3), CHA 10 (+0)
Damage Reduction: Fire
Skills: Athletics +3, Handle Animal +2
Senses: Passive Perception 10
Languages: Common, Lizardfolk, Ignan
Challenge:

Spellcasting: The Firenewt Priest is a 4th level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 hit with spell attacks.) The Firenewt Priest has the following spells prepared:

Cantrips (at will) druidcfraft, produce flame, thorn whip
1st level (4) animal friendship, faerie fire, fog cloud
2nd level (3) heat metal, gust of wind

Actions
  • Breath Weapon: The firenewt breathes fire on a single adjacent target as a bonus action. The target takes 3 (1d6) damage unless it succeeds on a DC 11 Dexterity save.
  • Mace: Melee weapon attack, 5 ft reach, single target, +4 attack 5 (1d8+1) bludgeoning damage.

Firenewt Overlord
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 39 (8d8 + 12)
Speed: 30 feet
STR 16 (+3), DEX 10 (+0), CON 15 (+2), INT 10 (0), WIS 12 (+1), CHA 10 (+0)
Damage Immunity: Fire
Skills: Athletics +5, Handle Animal +3
Senses: Passive Perception 11
Languages: Common, Lizardfolk, Ignan
Challenge: 1

Actions 
  • Breath Weapon: The firenewt can breath fire on a single adjacent target as a bonus action. The target takes 3(1d6) fire damage unless the target succeeds on a DC 13 Dexterity save.
  • Battleaxe: Melee weapon attack, 5 ft reach, single target, +3 attack 5 (1d8+3) slashing damage.

Giant Strider
These large flightless, featherless birds are similar to huge ostriches. Beside each of their two dully-glowing red eyes is a small duct from which the beast can project a small fireball. They are immune to fire, magical or otherwise, and in fact their  bodies have adapted to derive sustenance from warmth; consequently they are most at home in desert and volcanic regions. As a result, giant striders are often found wading in lava-beds or standing in the flames of a forest fire (it is possible that the phoenix legend derived from such a sight).

Large Beast, Neutral
Armor Class: 14
Hit Points: 4d10+8
Speed: 6o ft.
STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 7 (-2)
Damage Reduction: Fire
Senses:  Passive Perception 11
Challenge:

Actions
  • Fire balls: Giant striders can shoot a 10ft radius sphere of fire from ducts under its eyes to a range of 50 feet, doing 1d6 fire damage to all in its area. It may do this twice per short rest.
  • Bite: melee weapon attack +6, target one creature, 6 (1d8+2) piercing damage
  • Kick: melee weapon attack +6, target one creature, 7 (1d10+2) bludgeoning damage

Fire Lizard
These reptiles may be the ancestors of dragons or an offshoot of a common ancestor. In any case, these creatures resemble red dragons, but are a neutral grey in color, with mottlings of red and brown on the back and reddish undersides. Unlike true dragons, they lack wings. They are sometimes called false dragons.

Huge beast
Armor Class:16
Hit Points: 85 (10d12 + 20)
Speed: 30 ft.
STR 18 (+4), DEX 10 (+0), CON 15 (+2), INT 2 (-4), WIS 12 (+1) CHA 7 (-3)
Damage Immunities: fire
Senses:Darkvision 60 ft, Passive Perception 11
Challenge:

Actions
  • Multiattack: The fire lizard may either breath fire and claw or bite and claw.
  • Fire breath: The fire lizard may breath a 20ft cone of fire. Each creature in that cone must make a DC 13 Dexterity save or take 10 (3d6) fire damage.
  • Bite: melee weapon attack, +7 hit, reach 10 ft., 13 (2d8+4) piercing damage.
  • Claws: melee weapon attack, +7 hit, reach 10ft, 11 (2d6+4) slashing damage.