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Saturday, 20 August 2022
Well, I've done it....
Friday, 19 August 2022
Let’s Convert the Fiend Folio: Giant Strider and Gibberling
Neither Giant Striders nor Gibberlings required much on the part of this author in terms of conversion. I made Gibberlings slightly less dangerous individually, although they could still overwhelm a mid- to high-level party by sheer numbers. Giant Striders are a fairly straight conversion, although I noted that they are featherless as well as flightless, and therefore perhaps not birds at all.
Giant Strider
Giant Strider: Init +3; Atk Kick +1 melee (1d6) or bite
+0 melee (1d3) or fireball; AC 16; HD 2d8; MV 40’; Act 1d20; SP Immune to fire,
fireball attack, fire-based healing, immune to fear, cold vulnerability (x2
damage), poisoned by water; SV Fort +2; Ref +3; Will +0; AL N.
Giant striders derive sustenance from warmth, and are most at home in desert and volcanic regions. Intense heat, including magical fire-based attacks, can actually heal them at the rate of 1d3 hp per die of normal damage. As a result, giant striders are often found wading in lava-beds or standing in the flames of a forest fire.
In addition to their vulnerability to cold-based attacks, water is poisonous to them (if consumed; Fort DC 10 or die), and even cold water thrown over their bodies forced a DC 10 Fort save to avoid 1d3 damage.
These creatures are used as steeds by the firenewts.
Gibberling
Gibberling: Init +2; Atk Short sword +0 melee (1d6);
AC 10; HD 1d4; MV 20’; Ac t 1d20; SP Gibbering; SV Fort +1; Ref +1; Will +5; AL
C.
Gibberlings attack in great numbers, uttering ghastly howls and insane chattering noises which force NPCs to make morale checks each round, although PCs are not affected. Gibberlings themselves tend to fight to the death, relying on sheer weight of numbers to defeat whatever creatures dare to venture into their territory.
Subterranean gibberlings have 60’ infravision, loathe bright light, and are particularly afraid of fire.
Thursday, 18 August 2022
Let’s Convert the Fiend Folio: Garbug (Black and Violet) and Giant (Fog and Mountain)
Giants are described on pages 414-416 of the core rulebook, and judges are given even more guidance on pages 161-164 of the DCC RPG Annual Volume 1. These conversions are very much built off of those listings, and the judge is encouraged to use the material therein to make each giant unique. Giants in Dungeon Crawl Classics are no joke, and judges are encouraged to consider using them for more than just combat encounters.
Garbug
Black Garbug: Init +0; Atk Proboscis +1 melee
(1d4) or tentacles +0 melee (paralysis); AC 15; HD 2d6+2; MV 20’ or fly 10’;
Act 2d20; SP Infravision 60’, paralysis (2d6 rounds, Fort DC 10 negates); SV
Fort +3; Ref +1; Will +0; AL N.
Violet Garbug: Init +0; Atk Claw +2 melee (1d6) or
tentacles +1 melee (paralysis); AC 15; HD 3d6+3; MV 20’ or fly 10’; Act 2d20;
SP Infravision 60’, paralysis (2d8 rounds, Fort DC 15 negates); SV Fort +4; Ref
+2; Will +0; AL N.
Dwarf Garbug: Init +2; Atk Proboscis +2 melee (1) or
claws +1 melee (1d4) or tentacles +0 melee (paralysis); AC 17; HD 1d3; MV 10’
or fly 20’; Act 1d20; SP Infravision 60’, paralysis (1d3 rounds, Fort DC 5
negates); SV Fort +2; Ref +4; Will +0; AL N.
Black Garbug: The black garbug is a uniform glossy black. It has, in addition to its tentacles, a proboscis which it uses to strike at its victims.
Violet Garbug: The violet garbug differs from its black cousin in that two large pincer-like claws instead of a proboscis.
Dwarf Garbug: Much smaller than the other varieties of garbugs, the dwarf garbug is only a foot long. It is somewhat better at flying, and has both claws and proboscis. Only 1d3 doses of paralyzing agent can be recovered from a dwarf garbug.
Although black and violet garbugs are very rare, rarer still are the crimson, emerald, and azure subspecies, which are said to be even more potent. Dwarf garbugs may be somewhat more common.
Giant (Fog)
Fog Giant (14’ tall, 1500 lbs): Init +3; Atk Huge sword +21 melee (4d8+8)
or fist +18 melee (1d8+8) or hurled stone +12 missile fire (2d8+8, range 300’);
AC 16; HD 14d10; MV 50’; Ac t 2d24; SP Keen senses, blend into fog or mist (+10
Stealth), crit 20-24; SV Fort +14; Ref +11; Will +7; AL Varies.
These creatures are closely related to the cloud giants, and may sometimes be encountered in their company. They have milk-white skin, silvery white hair and black, penetrating eyes. Fog giants love massive ornate swords and prefer armor made from white-hued dragon hides studded with silver.
Giant (Mountain)
Mountain Giant (14’ tall, 2000 lbs): Init +0; Atk Huge club +18 melee (4d6+8)
or hurled stone +10 missile fire (2d8+8, range 250’); AC 15; HD 12d10; MV 50’;
Act 2d24; SP Infravision 90’, summon and control monsters, crit 20-24; SV Fort
+16; Ref +9; Will +5; AL C.
Mountain giants can summon and control other monsters. It takes time to summon creatures and establish control – days, or even weeks – but a mountain giant lair will be protected by these creatures 75% of the time. Roll 1d20: (1-13) 1d10+5 ogres, (14-17) 1d6+3 trolls, (18-19) 1d4 hill giants, or (20) another creature, or group of creatures, of the judge’s devising. These creatures are pressed into service both as servants and guards.
Monday, 15 August 2022
Let’s Convert the Fiend Folio: Galltrit and Gambado
If I was not using original illustrations from the Fiend Folio, I would have made the Galltrit smaller than the illustration indicates. It would make it much easier to explain why they are so hard to notice. Thankfully, Doctor Who supplies a potential answer to this problem, which I made use of below.
Gambados are a pretty silly creature, when it comes down to it, but they are silly in a sort of wonderful way.
Galltrit
Galltrit: Init +3; Atk Bite +0 melee (blood
drain); AC 18; HD 1 hp; MV 5’ or fly 50’; Act 2d20 per Hit Die; SP Infravision
60’, perception filter, blood drain, anesthetic, anticoagulant, disease; SV
Fort -4; Ref +5; Will -5; AL C.
The saliva of the galltrit has an anesthetic effect, lasting a full turn, so that the victim will not notice the galltrit consuming blood (causing 1 point of Stamina damage each round; this damage heals normally). The saliva also contains an anticoagulant which causes blood to flow – with the same effects – for 1d5 rounds after the galltrit has stopped feeding. Normally, a galltrit is satiated after consuming 4 Stamina points worth of blood. Stamina damage can lower maximum hit points, and a victim collapses if their hit points of Stamina are reduced to 0 (with the normal game effects), at which point the galltrit is revealed if it is still present.
Note that a character is not aware of this Stamina and/or hit point loss, which must be tracked by the judge. It is entirely possible that a wizard or elf collapses because they attempt spellburn beyond their means to sustain!
If noticed, galltrits attempt to flee immediately. They are found in areas containing dung, carrion or offal, which they also consume. They have a 10% chance of carrying some form of disease (as giant bats in the corerulebook p. 397, or using the information found in this author’s Both Foul and Deep).
Gambado
Gambado: Init +2; Atk Bite +2 melee (1d6) or
claw +3 melee (1d4); AC 14; HD 4d8; MV 30’; Act 1d20; SP Surprise, leap; SV
Fort +4; Ref +2; Will +2; AL C.
Gambados dig pits to live in, which they can stand upright in so that their head remains outside, apparently a skull lying on the ground. They use rocks, wood, rags and old bones – whatever is available – to conceal the nature of the pit. If a living creature approaches, the gambado springs out and attacks, gaining the benefits of a charge (+2 to hit, but -2 to AC until its next action). Incautious characters are automatically surprised (as determined by the judge).
These creatures move with a series of bounds, and can easily jump up to 14’ vertically or 12’ horizontally as a move.
Gambados tend to collect coins, gems, and small pieces of jewelry. Though essentially solitary creatures, a gambado will often dig its pit nearby those of others of its kind; in places where bones are common, as many as 8 of the creatures may be found to have dug pits quite close together.
Saturday, 13 August 2022
Because it's funny.....
Death Armadillo
Death Armadillo: Init +5; Atk Bite +3 melee (1d6) or
tail lance +2 melee (1d8); AC 16; HD 2d8; MV 20’; Act 2d20; SV Fort +5; Ref +5;
Will +5; AL C.
What else is there to say? It's faster than you, likely to hit your unarmored ass with both attacks, and has a nasty tail lance. The bones in the lower left corner are likely its last victim. The snake coming down the stairs might even be venomous.
To Patreon or Not To Patreon
I have been urged to consider creating a Patreon so that individuals could offer some direct support for my work. And I am considering it. I am hoping to gain some input from readers of this blog, though.
First off, any exclusive Patreon work would be in addition to, not instead of, Raven Crowking's Nest and the DCC Trove of Treasures. DCC (and related games) have the best fans in the world, and I am hesitant in these days of rising costs to put anything behind a paywall. But, of course, published adventures are behind a paywall, and in these days of rising costs I could use whatever revenue streams present themselves.
There would also be no question about using the DCC or MCC compatibility logos - without going through the approval process for anything done on Patreon, that would be a no-go. On the other hand, I could produce whatever the hell I wanted, so long as I avoided specific IP. Mudpuppy Games has done very well this way with Scientific Barbarian and related titles.
What I am thinking of doing are small collections of unique creatures, mini-adventures, and encounters that you can slot into your game. Obviously, I would have to do artwork and maps, so we are not talking about professional quality for those!
Anyway, I am looking for advice or opinions.
If you don't feel like leaving a comment on this post, you can message me on Facebook or on Reddit. Please let me know what you think.
Let’s Convert the Fiend Folio: Forlarren and Frost Man
I struggled with the idea of making The Forlarren a unique creature, and some judges may indeed wish to go this route. The idea that an immortal nymph and a demon might have a few (or even many) twisted offspring might appeal to other judges. In either event, I was not concerned with creating a race of creatures (as was the case with the Fiend Folio), so I went with direct descendents rather than the results of generations of what would have to be incest unless nymph/demon pairings are more common in your world than I imagine them to be.
Now, the Frost Men are really described as though they were otherwise ordinary people with unusual abilities. So, which is it to be? Monster stats as though they were just another humanoid? Or something that a PC could presumably Quest For?
My answer is: Both. And I see no reason that both cannot exist within the same campaign milieu!
Forlarren
Forlarren: Init +4; Atk Cudgel-like fist +1
melee (1d4); AC 18; HD 3d6+3; MV 20’; Act 2d20; SP Infravision 60’
heat metal 1/day, ambivalent nature, death throes; SV Fort +2; Ref +4; Will +0;
AL C.
The offspring of an enslaved nymph and the demon who enslaved her, these beings wander alone, welcome in neither Elfland nor the Hells where they were born. They detest their own existence, and seek vengeance on all living things. Their horny fists are as hard and strong as cudgels, and they attack the living on sight.
The forlarren also has the ability to heat metal once per day, and uses this ability on the first foe wearing metal armor that it strikes. The armor becomes hot to the touch, causing the wearer 3d6 damage (for heavy armor) or 2d6 damage (for medium armor) each round for 1d5 rounds, reducing by 1d6 each round thereafter until the damage ends. A character can remove armor, but this takes 1 Action Die per point of AC provided (or half this time by damaging the armor so that it must be repaired before it can be used again). A Mighty Deed used to remove armor instead of attacking automatically succeeds, and reduces the time to remove armor by 1 round per point of the Deed Die (so that even a 1 or 2 aids in removing armor to some degree).
As soon as it has killed one character the ambivalent nature of the forlarren is revealed. It shows great remorse and offers any survivors its services and powers. After 2d5 encounters or 1d6 days (equal chance of each), the influence of it nymph blood wanes, and the dominant evil part of the forlarren resumes control, and it leaves the party it is aiding. From that time on, the forlarren will again attack on sight, including the party it earlier befriended if it encounters that party again.
When a forlarren is slain, there is an equal chance that it collapses into a mound of sweet earth (which is extremely fertile and may be used as a special component to grant a +4 bonus to an earth-based spell) or that it spontaneously combusts until burnt to a fine ash (which can be used to gain a +4 bonus to demon summoning).
Frost Man (1)
Frost Man: Init +0; Atk By weapon +1 melee or
ranged (by weapon) or ice blast; AC 15; HD 4d6; MV 30’; Act 1d20; SP Ice blast
(3/day, 35’ long cone with 10’ base, 3d6 damage, Fort DC 10 for half), immunity
to cold; SV Fort +4; Ref +2; Will +2; AL L.
Little is known of the frost men. To date, these creatures have only been encountered singly and the location of their lair, its type and their pattern of living are unknown. It is thought that there are villages of frost men, with females and children, buried in deep caves in cold mountains, but none have yet ventured to establish the veracity of these rumors.
Amongst the peoples of the far north, there are some shamans still who know of the ritual which can transform an ordinary human into a frost man. This sacrament, which takes a week to perform, was among the secrets of the Hyperboreans handed down from the Old Time. Few are those chosen to receive this honor, and fewer still are those who can bestow it. Adventurers questing for such powers would have to demonstrate a commitment to the northern village where such a shaman might be found, and then survive the transformation itself.
When a human becomes a frost man (and “frost man” is a generic term, for gender is no bar to this power), one of their eyes is removed and replaced with an unmelting chunk from a living glacier. This procedure causes the recipient 3d7 damage, and the recipient must succeed in a DC 15 Fort save or die. All damage taken from the ritual must be allowed to heal naturally, or the glittering new eye melts and no powers are gained.
Those who become frost men radiate cold, which is discernable from 30’ away. This cold is not great enough to cause damage, but marks a frost man for what they are. Frost men become less comfortable around heat, preferring the cold – although they take no extra damage from heat and fire, the judge may penalize frost men who ignore this preference by reducing their rolls on the dice chain.
Frost men gain two powers:
(1) They are immune to cold damage.
(2) Three times per day they can project an ice blast of freezing mist (frost) from their glacial eye, 35’ long with a 10’ base. Any caught in this cone takes 3d6 damage (Fort DC 10 for half).
When creating an NPC frost man, roll 1d20 to determine class: (1-12) warrior, (13-17) thief, (18-19) cleric, or (20) wizard. It may be that warriors and thieves are simply more likely to survive the transformation.
Friday, 12 August 2022
Let’s Convert the Fiend Folio: Flail Snail, Flind, and Flumph
The Flail Snail is, simply put, one of the most iconic monsters in the Fiend Folio, something that is unlikely to harm you if you just leave it alone. But its shell is valuable. And, in the end, it sets off a pitiable wailing until you put it out of its misery, probably attracting more danger in the process. All in all, the Flail Snail is almost a metaphor for the average dungeon raid. If you are looking for an adventure where a Flail Snail would fit right in, may I recommend the mollusk-filled Danger in the Deep! I wrote it, but don’t let that put you off.
Now, I love me some gnolls, but I have never had much use for Flinds. Better gnolls with nunchaku? That gnolls all treat as celebrities? I know that martial arts were big as the 70s turned into the 80s, thanks to Bruce Lee, David Carradine, and Chuck Norris. I picture gnolls as lean, hungry, and maniacal, and Flinds really don’t fit that picture for me. However, Brendan LaSalle spoke of them with enthusiasm, calling them tiger-headed men with nunchucks (or something to that effect). People aren’t allowed to let Weird Uncle Brendan down, so I did my best to simplify the mechanics for the poor harried judge, while keeping everything Brendan said he liked. I hope that I did him proud!
Flail Snail
Flail Snail: Init +0; Atk Tentacle +1 melee (1d8);
AC 18; HD 4d8 to 6d8; MV 10’; Act 1d20 per Hit Die; SP Tentacles, protected
body, immune to fire and poison, magic-affecting shell, wailing, light
sensitivity; SV Fort +8; Ref -4; Will -2; AL N.
The highly-colored shell affords the flail snail partial protection against magic. When a spell is cast that target of directly affects the flail snail, roll 1d10, modified by the caster’s Luck: (1 or less) the spell is reflected back onto the caster, (2-5) the spell suffers a misfire (determine by spell as though a “1” had been rolled, but a misfire is the only consequence, and the spell is not lost), (6-7) the spell does not function at all, but this does not cause it to be lost, or (8 or higher) the spell functions as normal.
If all a flail snail’s tentacles are killed, the creature withdraws its head and the rest of its body into its shell, dying 1d10 rounds later. While dying, it utters loud and pitiful wailing cries which have a 1 in 3 chance per round of attracting a nearby or wandering monster (as determined by the judge).
Flail snails are hypersensitive to bright illumination, and hence is always encountered at night or underground. It is possible to drive a flail snail off with torches and lanterns if it is not otherwise molested.
The shell weighs 250 pounds and retains its magical properties for 1d6 months after the snail’s death. It may be used to power spells selected by the judge (color spray and dispel magic, for instance) during this period without damaging the shell. Some means to preserve a flail snail shell longer may exists, and could be the subject of a quest. A fresh flail snail shell can be sold for as much as 500 gp if a buyer with both the money and inclination can be found.
Flind
Flind: Init +1; Atk Club +2 melee (1d4+1)
or flind bars +3 melee (1d4+1); AC 15; HD 2d6+4; MV 20’; Act 1d20; SP Flind
bars (bonus attack plus disarm); SV Fort +2; Ref +2; Will +2; AL C.
Flind Leader: Init +2; Atk Flind bars +5 melee
(1d4+2); AC 16; HD 3d6+6; MV 20’; Act 1d20; SP Flind bars (bonus attack plus
disarm); SV Fort +3; Ref +3; Will +4; AL C.
About 25% of flinds are proficient with, and carry, chain-linked iron bars which they call flind-bars. When using flind-bars, a flind gains an automatic free attack if it hits a victim; if it hits the same target twice in a round, that target must succeed in a DC 15 Reflex save or be disarmed, with the target’s weapon being knocked 1d12+5’ away in a random direction.
(A human warrior might attempt to gain this same proficiency with a quest, although it would probably entail being accepted by, and living with, flinds for several months. A character must have at least a Strength and Agility of 13 or better to master these techniques.)
One in every 15 flinds is a leader, who always uses flind bars.
Flumph
Flumph: Init +0; Atk Spines +0 melee (1d8 plus
acid) or liquid spray +2 ranged (special); AC 20; HD 2d10; MV fly 20’; Act 1d20;
SP Infravision 100’, enhanced senses, acid (1d4, Fort DC 10 or additional 1d4
each round for 1d5 rounds), repulsive liquid spray, vulnerable underside; SV
Fort +4; Ref +2; Will +5; AL L.
Flumphs have two means of attacking. They can attempt to rise above targets and skewer them with their spines. This injects acid into targets on a successful hit, and is the primary means by which flumphs catch and digest food. A flumph can extend feeding tubes to slurp up creatures slain by its acid.
Flumphs can also squirt a foul-smelling liquid up to 60 feet away. If this hits a target, the target must succeed in a DC 15 Will save or spend the next 2d6 rounds retching, losing all actions and allowing the flumph ample opportunity to escape or attack. Worse, humans and humanoids (including dwarves, elves, and halflings, and also including the target themselves) coming within 30’ of the affected target must succeed in a DC 10 Fort save or be at a -1d penalty to the dice chain to all rolls as long as they are within 30’ of the target. The foul odor attracts non-humanoid predators and monsters (double normal chances) and lasts for 2d8 hours.
Note that only one save is allowed or required to avoid these effects. An unaffected character need not make a new save every time they approach the target; nor can an affected character gain a new save by retreating and the approaching the target again.
The foul odor caused by this repulsive liquid can be ameliorated by bathing in tomato juice, strong alcohol, or by other means at the judge’s discretion. A creature that cannot smell is not affected by this substance, though those around it may be.
The underside of a flumph is especially vulnerable, and a character who readies an attack until it descends (attacking that character, or an adjacent one) need only hit AC 12 to damage a flumph. Warriors and dwarves using Mighty Deeds can target the underbelly – this is against the flumph’s normal AC, but does double damage if the Deed is successful. Finally, a Mighty Deed of 4+ can flip a flumph upside down, rendering it helpless.
Flumphs can speak, and understand, the Lawful alignment tongue, although its vocabulary is severely limited.
Note: Flumphs have an internal organ which, if dried and powdered, creates a toxin that dissipates completely in alcohol, rendering it odorless, colorless, and tasteless. Anyone consuming a dose takes 3d6 damage after 1d10 x 10 minutes pass, and must succeed in a DC 15 Fort save or die. Multiple doses stack, increasing the damage by 1d6 per additional dose and increasing the Fort save DC by +2. 1d6+2 doses can be harvested from a flumph with a successful Handle Poison check. Only on a failure of 5 or more does a character accidently poison themselves; otherwise 1d6 potential doses are ruined.
Thursday, 11 August 2022
Let’s Convert the Fiend Folio: Firedrake, Firenewt, Fire Snake, and Firetoad
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 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.
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.
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.
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.
























