Chilly down with the fire
gang
Think small with the fire
gang (It's the only way)
Bad hep with the fire gang
(a smile a day keeps the doctor away)
When your thing gets wild
Chilly down
When we get started on “F”, the first thing we discover is
four “fire something” monsters. If that doesn’t make you think of the
Fireys/Fire Gang from Jim Henson’s The Labyrinth, it
should. In fact, a number of creatures, individuals, areas, and items from that
movie would offer fertile ground were someone
to translate them into Dungeon Crawl Classics statistics.
In fact, David Bowie as Jareth the Goblin King
would make an awesome patron.
Firenewts are linked closely to Giant Striders, but I haven’t
started on the “G”s yet, so you will have to either wait or convert them on your
own. There isn’t any “One True Conversion” at any rate; you can take these as
examples of how I do it and nothing more.
Using different takes on different
creatures is, after all, part of Making Monsters Mysterious!
Here is a niggling thing that bothers me, though: In the Fiend
Folio, these monsters appear in the same order that they do in this
blog post. However, because of the break in “Fire Snake”, it should actually
appear first following the normal rules of alphabetical order.
Firedrake
Firedrake: Init +0; Atk Bite +2 melee (2d5) or breath
weapon; AC 15; HD 4d8; MV 20’ or fly 90’; Act 1d20; SP Breath weapon (a cone of
fire 60' long by 10' base, 2d8 damage, Reflex DC 12 for half), flaming blood,
immunity to fire; SV Fort +5; Ref +3; Will +2; AL N.
Found only in rocky areas, these 4-foot-long dragonets are
prone to aggression. If approached even peacefully, they are 50% likely to
attack. In addition to their bites, they can breathe a cone of fire three times
each day. Their breath weapon takes the form of a 60’ long cone with a 10’
base, which does 2d8 damage (Reflex DC 12 for half).
Worse, firedrake blood is combustible in air, so that any
melee attack drawing blood requires the attacker to make a DC 10 Reflex save or
be burned for 1d6 damage. If a “6” is rolled for damage, the attacker must
succeed in another DC 10 Reflex save or catch fire.
Firedrake blood can be stored in a container under water,
and in this state it is inert. Collecting 1d8+2 doses of blood is tricky,
requiring a Handle Poison check with a -1d shift on the dice chain; failure
causes a fireball causing 3d6 damage to all within 10’ (Reflex DC 15 for half),
and uses up 1d6 of the potential doses that could otherwise be collected.
Likewise, carrying this blood is dangerous, for if exposed to air due to (for
example) a vial breaking with a fall, each dose causes 1d6 damage and requires
a DC 10 Reflex save to avoid catching fire.
Apart from being useful (though treacherous) missile
weapons, each dose of firedrake blood can be used to coat a single weapon, which
immediately is covered in flame. Such weapons burn for 1d4+2 rounds, causing an
additional 1d6 damage per round, and force targets to make a DC 10 Reflex save
or catch fire. At the end of this period, wooden weapons (or those with wooden
shafts) are destroyed. Even metal weapons are destroyed if the wielder fails a
Luck check.
Firenewt
Firenewt: Init +1; Atk By weapon +0 melee or
ranged (by weapon); AC 15; HD 2d6+2; MV 20’; Act 1d20; SP Fire breath, immunity
to fire, cold vulnerability (x2 damage); SV Fort +4; Ref +0; Will +1; AL C.
Elite Firenewt: Init +3; Atk Battleaxe +1 melee (1d10);
AC 17; HD 3d6+3; MV 20’; Act 1d20; SP Fire breath, immunity to fire, cold
vulnerability (x2 damage); SV Fort +5; Ref +0; Will +2; AL C.
Firenewt Priest: Init +0; Atk Mace +0 melee (1d6) or harmful
spell; AC 15; HD 3d6+3; MV 20’; Act 1d20; SP Fire breath, harmful spell,
immunity to fire, cold vulnerability (x2 damage); SV Fort +4; Ref +1; Will +3;
AL C.
Overlord Firenewt: Init +5; Atk Battleaxe +3 melee; AC 15;
HD 4d6+4; MV 20’; Act 1d20; SP Fire breath, immunity to fire, cold
vulnerability (x2 damage); SV Fort +5; Ref +2; Will +4; AL C.
These reptilian humanoids live in sun-baked rocky hills, volcanic
regions, and similar locales which are hot, dry and sometimes sulphurous,
whether above or below ground. They are normally arrayed in chainmail, and
carry normal weapons (roll 1d20: 1-9 indicates polearm and short sword, 10-14
indicates short sword, 15-18 indicates polearm and hand axe, and 19-20
indicates battleaxe). Firenewt polearms are typically halberds.
Firenewts can breathe fire on a foe immediately in front of
them and within a 5' range for 1d6 points of damage (Reflex DC 10 for half).
This ability does not cost an Action Die, but there is only a 1 in 7 chance
each round of a firenewt being able to make this extra attack.
Firenewts are cruel marauders. They are usually encountered
in hunting parties which delight in torturing and roasting victims alive before
feasting on them. For every ten normal firenewts encountered there will be one
elite firenewt carrying a battleaxe. For ever 30, there is a firenewt priest
armed with a black iron mace. Roughly 1 in 3 firenewts in a raiding party is
mounted on a giant strider. 90% of elite firenewts and all firenewt priests
will likewise be mounted.
Firenewt priests can cast harmful spells three times each
day, to a range of 60’. When a firenewt priest casts a harmful spell, roll 1d5
to determine the result: (1) a line of fire streaks from the priest’s pointed
finger, 2d8 damage, Reflex DC 10 for half; (2) internal combustion causes the
target to take 1d6 damage per round for 1d3 rounds unless a DC 10 Fort save
succeeds, (3) Reflex DC 10 or the target catches fire, causing 1d6 damage per
round until extinguished; (4) the target becomes parched and sere, taking 1d5
damage (no save, but half damage rounded up can be healed by consuming a gallon
of water), or (5) the target becomes dazed with heat and light, unable to take
any action apart from moving at half speed for 1d4 rounds, unless a DC 10 Will
save is successful.
In a firenewt lair there will be an additional females and young,
usually equal to about 75% and 150% of the male population in numbers. As well,
there is a secret, closely-guarded hatching ground containing eggs equal to
twice the male population The hatching ground is always under the firenewt
priests' control and carefully trained monsters (often 1d3 firedrakes; see
above).
While the females and young are noncombatants, each lair is
ruled by an overlord firenewt and his close retinue of four elite firenewts
with maximum hit points.
These creatures are sometimes known as salamen.
Fire Snake
Fire Snake: Init +5; Atk Bite +0 melee (1 plus venom);
AC 14; HD 2d3; MV 15’; Act 1d20; SP Venom (1d6, Fort DC 10 or also paralyzed
2d4 turns), camouflage +6, immunity to fire; SV Fort +0; Ref +7; Will +0; AL N.
These strange beings are only found in fires, and some sages
speculate that they are the larval form of
salamanders.
Not every fire contains a fire snake, but any fire may do so. Some large
permanent fires will contain 1d6 fire snakes, while smaller fires (such as fire
pits or bowls of flaming oil) contain only one. Since their coloration matches the
flickering flames they dwell in so well, they often gain surprise.
Their bite contains venom which feels like searing flames
within the bloodstream, and which can paralyze victims failing a DC 10 Fort
save for 2d8 turns.
Fire snakes are not particularly intelligent – not more so
than ordinary snakes – but they do tend to show up more often in fires
containing gems that can withstand the heat. At least one wizard has speculated
that these gems were placed for the very purpose of summoning fire snakes to
act as guardians. It may also be that fire snakes are more likely to appear in
places where the boundary between the Elemental Plane of Fire and the Lands We
Know is exceptionally thin.
In such a location, a party may unwittingly (and perhaps harmlessly) spontaneously summon
fire snakes within their torches and lanterns. Unless someone is sharp-eyed, or
they have reason to attack, the carriers may never know.
Or perhaps, when the
group at last confronts some fiery elemental being, they will be attacked by
surprise from within their own light sources!
Firetoad
Firetoad: Init +0; Atk Bite +1 melee (1d6) or
fireball +3 ranged (special); AC 10; HD 4d8+4; MV 20’; Act 1d20; SP Fireballs, immunity
to fire, water sensitivity, extra attack on retreat; SV Fort +2; Ref +2; Will +0
; AL C.
A large red toad about 4 feet high and covered with warty purple
excrescences, the firetoad can beathe fireballs at will (30’ range, 5’ blast
radius, damage equal to firetoad’s current hit points, Reflexes DC 12 for
half).
Firetoads shun water and inhabit dry regions above and below
ground. Throwing liquid – even ordinary water – at it will cause it to retreat,
though in doing so it will concentrate two fireball attacks, in the single
melee round of its retreat, on the person performing this act.