BOZ
Creature Cataloguer
Fyrefly
http://www.enworld.org/showthread.php?t=69690
Fyrefly
Fine Magical Beast
Hit Dice: 1/2 d10-1 (1 hp)
Initiative: +7
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Touch +4 melee touch (1 fire plus combustion)
Full Attack: Touch +4 melee touch (1 fire plus combustion)
Space/Reach: 1 ft/0 ft
Special Attacks: Combustion
Special Qualities: Darkvision 60 ft, immunity to fire, low-light vision, partial immunity to cold, vulnerability to water
Saves: Fort +1, Ref +8, Will +1
Abilities: Str 1, Dex 25, Con 8, Int 9, Wis 12, Cha 13
Skills: Hide +23, Listen +4, Move Silently +9, Spot +4
Feats: Alertness
Environment: Warm and temperate forest
Organization: Solitary
Challenge Rating: 1/8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---
This large black insect has red wings that buzz as it moves slowly about. It is fairly nondescript compared to other insects, except for its large reddish eyes.
The fyrefly is a benign insect, which spends its nights flitting from plant to plant, eating leaves and rotting vegetation. As an adult, a fyrefly is mostly harmless; only during its reproductive cycle is it actually dangerous of other creatures.
Fyreflies are the creation of the mad wizard Grebdews, who accidentally allowed his "pets" to escape into the world.
A fyrefly is only one inch long and weighs less than a pound.
COMBAT
The adult fyrefly is not aggressive in the least. When it comes into contact with anything flammable, it sets objects ablaze, and it can use this ability to defend itself.
Combustion (Ex): Anyone a fyrefly touches must succeed on a DC 10 Reflex save or take an extra 1d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d3 rounds after the fyrefly's last successful attack. Fyreflies can also ignite flammable materials with a touch. The save DC is Constitution-based.
Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time it would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.
Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.
Larval Fyrefly Swarm
Fine Magical Beast (Swarm)
Hit Dice: 5d10 (27 hp)
Initiative: +4
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +5/---
Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Full Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Space/Reach: 10 ft/0 ft
Special Attacks: Combustion, distraction
Special Qualities: Darkvision 60 ft, immune to weapon damage, immunity to fire, low-light vision, partial immunity to cold, swarm traits, vulnerability to water
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 1, Dex 19, Con 10, Int 9, Wis 12, Cha 13
Skills: Hide +20, Listen +5, Move Silently +8, Spot +5
Feats: Ability Focus (combustion), Alertness
Environment: Warm and temperate forest
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---
When a fyrefly has spent two months feeding, it will seek out an open fire and fly into it to begin the reproductive process. Inside the fire, the fyrefly metamorphoses into a mote of extremely hot, bright flame, beginning a process of division that produces many tiny balls of flame. After 10 minutes in this state undisturbed, the original fyrefly dies and produces two larvae, which remain in the fire. For each round thereafter, each new fyrefly generates two offspring; thus, the number of fyreflies increases exponentially. One minute after this process begins, all of the larval fyreflies fall dormant on their own and begin a 9-day transition to adulthood.
COMBAT
Oddly enough, the larval fyrefly is much more dangerous than the adult. Before the larval fyreflies become dormant, they become frenzied and seek to set any nearby living creatures on fire. In this aggressive, agitated state, the larval fyreflies form into a swarm and attack anything that moves.
Combustion (Ex): Any creature that begins its turn with a fyrefly swarm in its space must succeed on a DC 14 Reflex save or take an extra 2d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d6 rounds after the fyrefly swarm's last successful attack. Any flammable materials in a swarm's space also ignite immediately. The save DC is Constitution-based.
Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a larval fyrefly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time a fyrefly swarm would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.
Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly swarm is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.
Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).
http://www.enworld.org/showthread.php?t=69690
Fyrefly
Fine Magical Beast
Hit Dice: 1/2 d10-1 (1 hp)
Initiative: +7
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Touch +4 melee touch (1 fire plus combustion)
Full Attack: Touch +4 melee touch (1 fire plus combustion)
Space/Reach: 1 ft/0 ft
Special Attacks: Combustion
Special Qualities: Darkvision 60 ft, immunity to fire, low-light vision, partial immunity to cold, vulnerability to water
Saves: Fort +1, Ref +8, Will +1
Abilities: Str 1, Dex 25, Con 8, Int 9, Wis 12, Cha 13
Skills: Hide +23, Listen +4, Move Silently +9, Spot +4
Feats: Alertness
Environment: Warm and temperate forest
Organization: Solitary
Challenge Rating: 1/8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---
This large black insect has red wings that buzz as it moves slowly about. It is fairly nondescript compared to other insects, except for its large reddish eyes.
The fyrefly is a benign insect, which spends its nights flitting from plant to plant, eating leaves and rotting vegetation. As an adult, a fyrefly is mostly harmless; only during its reproductive cycle is it actually dangerous of other creatures.
Fyreflies are the creation of the mad wizard Grebdews, who accidentally allowed his "pets" to escape into the world.
A fyrefly is only one inch long and weighs less than a pound.
COMBAT
The adult fyrefly is not aggressive in the least. When it comes into contact with anything flammable, it sets objects ablaze, and it can use this ability to defend itself.
Combustion (Ex): Anyone a fyrefly touches must succeed on a DC 10 Reflex save or take an extra 1d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d3 rounds after the fyrefly's last successful attack. Fyreflies can also ignite flammable materials with a touch. The save DC is Constitution-based.
Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time it would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.
Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.
Larval Fyrefly Swarm
Fine Magical Beast (Swarm)
Hit Dice: 5d10 (27 hp)
Initiative: +4
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +5/---
Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Full Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Space/Reach: 10 ft/0 ft
Special Attacks: Combustion, distraction
Special Qualities: Darkvision 60 ft, immune to weapon damage, immunity to fire, low-light vision, partial immunity to cold, swarm traits, vulnerability to water
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 1, Dex 19, Con 10, Int 9, Wis 12, Cha 13
Skills: Hide +20, Listen +5, Move Silently +8, Spot +5
Feats: Ability Focus (combustion), Alertness
Environment: Warm and temperate forest
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---
When a fyrefly has spent two months feeding, it will seek out an open fire and fly into it to begin the reproductive process. Inside the fire, the fyrefly metamorphoses into a mote of extremely hot, bright flame, beginning a process of division that produces many tiny balls of flame. After 10 minutes in this state undisturbed, the original fyrefly dies and produces two larvae, which remain in the fire. For each round thereafter, each new fyrefly generates two offspring; thus, the number of fyreflies increases exponentially. One minute after this process begins, all of the larval fyreflies fall dormant on their own and begin a 9-day transition to adulthood.
COMBAT
Oddly enough, the larval fyrefly is much more dangerous than the adult. Before the larval fyreflies become dormant, they become frenzied and seek to set any nearby living creatures on fire. In this aggressive, agitated state, the larval fyreflies form into a swarm and attack anything that moves.
Combustion (Ex): Any creature that begins its turn with a fyrefly swarm in its space must succeed on a DC 14 Reflex save or take an extra 2d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d6 rounds after the fyrefly swarm's last successful attack. Any flammable materials in a swarm's space also ignite immediately. The save DC is Constitution-based.
Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a larval fyrefly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time a fyrefly swarm would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.
Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly swarm is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.
Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).
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