FIRENEWT
Source: 2e Monstrous Compendium: Forgotten Realms.
Firenewts, also sometimes called salamen, are distant relatives of lizardfolk. They are cruel marauders that roam hot regions. Mottled sepia on their dorsal side, firenewts have lighter undersides and white bellies. Though they have a superficial resemblance and similar capabilities to dragonfolk hey are a distinct species set apart by their primitive and bestial ways, their primitive fire worship and their inherent evil nature.
Firenewts live in a cruel, martial society dominated by priests of evil fire powers. Dwelling primarily in arid areas such as deserts and wastelands, some firenewts lair in caves or build (or conquer) small villages. Others maintain a nomadic existence, living by raiding other folk in their vicinity for food and slaves.
Vicious Captors: Firenewts delight in torturing other races with fire. As long as a firenewt group's food holds out, captives are usually kept alive for sport; however, once the tribe grows hungry, captives are devoured with relish. Even captive firenewts from rival tribes are eaten, and intertribal warfare tends to be all-out and genocidal.
Fire Worshipers: Firenewts usually worship a power that represents fire or manifests its anger in flames, often a primordial or other nondeity such as Imix, Mephistopheles or the primal spirit of fire. A given tribe of firenewts usually all worship the same god; power deviants are hunted and eaten, unless they can stage a revolution and slay the priests of the tribe's current god before.
Mounted Warriors: Firenewts keep and ride giant striders, showing a surprising degree of proficiency at mounted combat. Most tribes of firenewts keep large herds of striders, averaging about one giant strider per firenewt. In times of privation, these faithful beasts are devoured without a second thought.
Firenewt Bravo --- Level 3 Soldier
Medium natural humanoid (fire, reptile) --- XP 150
HP 47; Bloodied 23 Initiative +5
AC 19; Fortitude 17; Reflex 15; Will 15 Perception +3
Speed 6
Resist 5 fire; Vulnerable 5 cold
STANDARD ACTIONS
(mbasic) Broadsword (weapon) * At Will
Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d10+5 damage, and the target is marked until the end of the firenewt's next turn.
MINOR ACTIONS
(close) Fire Breath (fire) * Encounter
Attack: Close blast 3 (each creature in blast); +4 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
TRIGGERED ACTIONS
(melee) Not So Fast (weapon) * At Will
Trigger: An enemy marked by the firenewt makes an attack that does not include it as a target.
Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +10 vs. AC.
Hit: 1d10+5 damage, and the target must attack the firenewt with the triggering attack.
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Skills Intimidate +6
Str 17 Dex 14 Wis 14
Con 15 Int 7 Cha 10
Alignment evil Languages Draconic
Equipment chain armor, broadsword
Firenewt Pyromancer --- Level 3 Artillery
Medium natural humanoid (fire, reptile) XP 150
HP 39; Bloodied 19 Initiative +3
AC 15; Fortitude 15; Reflex 15; Will 17 Perception +3
Speed 6
Resist 5 fire; Vulnerable 5 cold
STANDARD ACTIONS
(mbasic) Staff (weapon) * At Will
Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d6+4 damage.
(ranged) Pyroclastic Blast (fire) * At Will
Attack: Ranged 10 (one creature); +8 vs. Reflex.
Hit: 1d6+3 damage, plus 1d10 fire damage.
(area) Immolation (fire) * Encounter
Attack: Area burst 1 within 10 (each creature in burst); +6 vs. Reflex.
Hit: 2d6 fire damage and ongoing 5 fire damage (save ends).
MINOR ACTIONS
(close) Fire Breath (fire) * Encounter
Attack: Close blast 3 (each creature in blast); +4 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
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Skills Intimidate +10, Religion +7
Str 14 Dex 14 Wis 14
Con 15 Int 13 Cha 18
Alignment evil Languages Draconic
Equipment chain armor, staff
Firenewt Cavalier --- Level 4 Skirmisher
Medium natural humanoid (fire, reptile) XP 175
HP 58; Bloodied 29 Initiative +5
AC 18; Fortitude 17; Reflex 14; Will 16 Perception +4
Speed 6
Resist 5 fire; Vulnerable 5 cold
STANDARD ACTIONS
(mbasic) Lance (weapon) * At Will
Attack: Melee 2 (one creature); +8 vs. AC (+9 vs. AC while mounted).
Hit: 1d10+5 damage (1d10+9 while mounted).
(mbasic) Broadsword (weapon) * At Will
Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 1d8+8 damage.
(melee) Spirited Charge (weapon) * At Will
Requirement: The firenewt must be mounted and wielding a lance.
Effect: The firenewt makes a mounted charge and makes the following attack in place of a basic attack.
Attack: Melee 2 (one creature); +9 vs. AC.
Hit: 1d10+11 damage, and the firenewt pushes the target 1 square.
MINOR ACTIONS
(close) Fire Breath (fire) * Encounter
Attack: Close blast 3 (each creature in blast); +5 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
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Skills Athletics +11, Intimidate +7
Str 18 Dex 12 Wis 15
Con 18 Int 6 Cha 10
Alignment evil Languages Draconic
Equipment chain armor, lance, broadsword
Firenewt Priest --- Level 4 Controller (Leader)
Medium natural humanoid (fire, reptile) XP 175
HP 55; Bloodied 27 Initiative +4
AC 18; Fortitude 16; Reflex 15; Will 18 Perception +4
Speed 6
Resist 5 fire; Vulnerable 5 cold
TRAITS
Fear No Flame * Aura 5
The aura is brightly lit, and other firenewts in the aura increase their resist fire by 10. (Multiple fear no flame auras do not stack.)
STANDARD ACTIONS
(mbasic) Staff (fire, weapon) * At Will
Attack: Melee 1 (one creature); +7 vs. Reflex.
Hit: 1d6 damage plus 2d8 fire damage.
Priest's Command * At Will
Effect: One firenewt in a close burst 10 makes a basic attack.
Exhausting Heat (fire) * Recharges when the firenewt priest becomes flanked
Attack: Close burst 2 (each creature in burst); +6 vs. Fortitude.
Hit: 2d8 fire damage, and a creature that takes damage from this is slowed (save ends).
MINOR ACTIONS
(close) Fire Breath (fire) * Encounter
Attack: Close blast 3 (each creature in blast); +6 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
---
Skills Intimidate +11, Religion +8
Str 14 Dex 14 Wis 15
Con 15 Int 13 Cha 18
Alignment evil Languages Draconic
Equipment chain armor, staff, holy symbol
Firenewt Overlord --- Level 5 Elite Brute
Medium natural humanoid (fire, reptile) XP 400
HP 152; Bloodied 76 Initiative +4
AC 17; Fortitude 18; Reflex 16; Will 16 Perception +1
Speed 6
Resist 10 fire; Vulnerable 5 cold
Saving Throws +2; Action Points 1
STANDARD ACTIONS
(mbasic) Greataxe (weapon) * At Will
Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 2d12+3 damage.
(melee) Cleaving Blow * At Will
Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 2d12+3 damage, and make a secondary attack.
Secondary Attack: Melee 1 (one creature other than the primary target); +10 vs. AC.
Hit: 2d12+3 damage.
Miss: Half damage.
(close) Enraged Frenzy * Encounter
Attack: Close burst 1 (each enemy in burst); +8 vs. AC.
Hit: 2d12+3 damage, the target falls prone and the firenewt overlord pushes the target 2 squares.
MINOR ACTIONS
(close) Fire Breath (fire) * Recharges when first bloodied
Attack: Close blast 3 (each creature in blast); +6 vs. Reflex.
Hit: 1d6+4 fire damage plus ongoing 5 fire damage (save ends).
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Skills Athletics +11, Intimidate +9
Str 18 Dex 14 Wis 8
Con 16 Int 7 Cha 14
Alignment evil Languages Draconic
Equipment plate armor, greataxe
Firenewt Mercenary --- Level 15 Minion Brute
Medium natural humanoid (fire, reptile) XP 300
HP 1; a missed attack never damages a minion Initiative +9
AC 27; Fortitude 27; Reflex 25; Will 27 Perception +11
Speed 6
Resist 15 fire
STANDARD ACTIONS
(mbasic) Greatsword (weapon) * At Will
Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 14 damage, or 17 against a target taking ongoing fire damage.
View attachment 55984
Attack: Close blast 3 (each creature in blast); +16 vs. Reflex.
Hit: 5 fire damage, plus ongoing 10 fire damage (save ends).
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Skills Intimidate +12
Str 20 Dex 15 Wis 19
Con 18 Int 9 Cha 11
Alignment evil Languages Draconic
Equipment chain armor, greatsword