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<blockquote data-quote="Knight Otu" data-source="post: 682217" data-attributes="member: 192"><p>Its getting brighter!</p><p></p><p><strong>Firetail, Lesser</strong></p><p><strong>Tiny Elemental (Fire)</strong></p><p><strong>Hit Dice:</strong> 4d8+8 (26 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> Fly 40 ft. (good)</p><p><strong>AC:</strong> 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13</p><p><strong>Attacks:</strong> 2 slams +5 melee</p><p><strong>Damage:</strong> Slam 1d6 fire</p><p><strong>Face/Reach:</strong> 2.5 ft. by 2.5 ft./0 ft.</p><p><strong>Special Attacks:</strong> Burn, flare</p><p><strong>Special Qualities:</strong> Fire subtype, SR 12</p><p><strong>Saves:</strong> Fort +3, Ref +4, Will +0</p><p><strong>Abilities:</strong> Str 10, Dex 13, Con 15, Int 8, Wis 9, Cha 8</p><p><strong>Skills:</strong> (Bluff, Diplomacy or Intimidate) +5, Listen +6, Spot +6</p><p><strong>Feats:</strong> Improved Initiative</p><p><strong>Climate/Terrain:</strong> Any warm or temperate</p><p><strong>Organization:</strong> Solitary, pair or swarm (1-6)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic neutral</p><p><strong>Advancement:</strong> 5 - 8 HD (Tiny)</p><p></p><p><strong>Firetail, Tshala</strong></p><p><strong>Small Elemental (Fire)</strong></p><p><strong>Hit Dice:</strong> 9d8+36 (76 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> Fly 50 ft. (good)</p><p><strong>AC:</strong> 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16</p><p><strong>Attacks:</strong> 4 slams +10 melee</p><p><strong>Damage:</strong> Slam 1d12+2 fire</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Burn, flare, spell-like abilities</p><p><strong>Special Qualities:</strong> Damage reduction 15/+1, fire subtype, SR 23</p><p><strong>Saves:</strong> Fort +7, Ref +8, Will +6</p><p><strong>Abilities:</strong> Str 14, Dex 15, Con 19, Int 16, Wis 17, Cha 16</p><p><strong>Skills:</strong> (Bluff, Diplomacy or Intimidate) +15, Concentration +16, Listen +15, Spot +15</p><p><strong>Feats:</strong> Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (slam)</p><p><strong>Climate/Terrain:</strong> Any warm or temperate</p><p><strong>Organization:</strong> Solitary, pair or group (1-2 and 1-6 lesser firetails)</p><p><strong>Challenge Rating:</strong> 11</p><p><strong>Treasure:</strong> 1/4 gems, no coins, no items, no art</p><p><strong>Alignment:</strong> Always chaotic neutral</p><p><strong>Advancement:</strong> 10 - 14 HD (Small); 15 - 21 HD (Medium-Size); 22 - 27 HD (Large)</p><p>Firetails are elemental fire creatures sometimes thought to be fey. Playful and chaotic, they are great flyers. The rare tshalas are an evolved, somewhat bigger variant with magical abilities.</p><p>Firetails are composed entirely of living fire, growing to about 2 feet, or 4 feet for typical tshalas. Other than their size, their are no features that allow people to distinguish the two variants. The flames of a firetail flicker and turn, drawing cycles into the air with crackling sounds.</p><p>A firetail is often seen with other creatures, be it other firetails, fire elementals, pegasi, or even humanoids. They show no special enmity to any type of creature in particular. Even tshalas, who usually are solitary, can occasionally be found in company. Firetails never forget friends or enemies, but their chaotic nature makes them rather unreliable.</p><p>Only 1 out 10 newborn firetails is a tshala. However, when it grows old enough, the firetail can visit a great source of heat, such as a vulcano, and absorn that heat. Over time, it grows into a tshala. A firetail that approaches ancient age begins gathering flammable material to use as pyres. It usually gathers one to four pyres that can burn for several hours. When it has gathered these pyres, the firetail explodes to ignite the pyres. One hour later, each pyre releases one firetail, with a 10% chance of it being a tshala.</p><p><strong>Combat</strong></p><p>Firetails and tshalas fight with their slam attacks, occasionally flaring up for additional damage to melee opponents. Tshalas usually begin a fight with a fireball.</p><p><strong>Burn (Ex):</strong> Those hit by a firetail must succeed at a Reflex save (DC 14 for lesser firetails, DC 18 for tshalas) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flames.</p><p>Creatures hitting a firetail with natural weapons or unarmed attacks take fire damage as though hit by the firetail’s attack, and also catch fire unless they succeed at a Reflex save.</p><p><strong>Flare (Ex):</strong> Five times per day, but no more that once every 1d4+1 rounds, a firetail can flare up, dealing 1d12 points of fire damage to every creature within 5 feet. A tshala can sacrifice one of its spell-like abilities for the day to get another five daily uses for this ability.</p><p><strong>Spell-like Abilities:</strong> Lesser firetails have no spell-like abilities. Tshalas have the following spell-like abilities: 1/10 minutes: <em>fireball</em>; 1/day - <em> feeblemind, fire trap, heal, maze, plane shift (self and up to 6 lesser firetails), remove curse</em>. Caster level 14th, save DC 13 + spell level.</p><p><strong>Fire Subtype:</strong> Firetails are immune to fire. They take double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 682217, member: 192"] Its getting brighter! [b]Firetail, Lesser Tiny Elemental (Fire) Hit Dice:[/b] 4d8+8 (26 hp) [b]Initiative:[/b] +5 [b]Speed:[/b] Fly 40 ft. (good) [b]AC:[/b] 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13 [b]Attacks:[/b] 2 slams +5 melee [b]Damage:[/b] Slam 1d6 fire [b]Face/Reach:[/b] 2.5 ft. by 2.5 ft./0 ft. [b]Special Attacks:[/b] Burn, flare [b]Special Qualities:[/b] Fire subtype, SR 12 [b]Saves:[/b] Fort +3, Ref +4, Will +0 [b]Abilities:[/b] Str 10, Dex 13, Con 15, Int 8, Wis 9, Cha 8 [b]Skills:[/b] (Bluff, Diplomacy or Intimidate) +5, Listen +6, Spot +6 [b]Feats:[/b] Improved Initiative [b]Climate/Terrain:[/b] Any warm or temperate [b]Organization:[/b] Solitary, pair or swarm (1-6) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always chaotic neutral [b]Advancement:[/b] 5 - 8 HD (Tiny) [b]Firetail, Tshala Small Elemental (Fire) Hit Dice:[/b] 9d8+36 (76 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] Fly 50 ft. (good) [b]AC:[/b] 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16 [b]Attacks:[/b] 4 slams +10 melee [b]Damage:[/b] Slam 1d12+2 fire [b]Face/Reach:[/b] 5 ft. by 5 ft./5 ft. [b]Special Attacks:[/b] Burn, flare, spell-like abilities [b]Special Qualities:[/b] Damage reduction 15/+1, fire subtype, SR 23 [b]Saves:[/b] Fort +7, Ref +8, Will +6 [b]Abilities:[/b] Str 14, Dex 15, Con 19, Int 16, Wis 17, Cha 16 [b]Skills:[/b] (Bluff, Diplomacy or Intimidate) +15, Concentration +16, Listen +15, Spot +15 [b]Feats:[/b] Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (slam) [b]Climate/Terrain:[/b] Any warm or temperate [b]Organization:[/b] Solitary, pair or group (1-2 and 1-6 lesser firetails) [b]Challenge Rating:[/b] 11 [b]Treasure:[/b] 1/4 gems, no coins, no items, no art [b]Alignment:[/b] Always chaotic neutral [b]Advancement:[/b] 10 - 14 HD (Small); 15 - 21 HD (Medium-Size); 22 - 27 HD (Large) Firetails are elemental fire creatures sometimes thought to be fey. Playful and chaotic, they are great flyers. The rare tshalas are an evolved, somewhat bigger variant with magical abilities. Firetails are composed entirely of living fire, growing to about 2 feet, or 4 feet for typical tshalas. Other than their size, their are no features that allow people to distinguish the two variants. The flames of a firetail flicker and turn, drawing cycles into the air with crackling sounds. A firetail is often seen with other creatures, be it other firetails, fire elementals, pegasi, or even humanoids. They show no special enmity to any type of creature in particular. Even tshalas, who usually are solitary, can occasionally be found in company. Firetails never forget friends or enemies, but their chaotic nature makes them rather unreliable. Only 1 out 10 newborn firetails is a tshala. However, when it grows old enough, the firetail can visit a great source of heat, such as a vulcano, and absorn that heat. Over time, it grows into a tshala. A firetail that approaches ancient age begins gathering flammable material to use as pyres. It usually gathers one to four pyres that can burn for several hours. When it has gathered these pyres, the firetail explodes to ignite the pyres. One hour later, each pyre releases one firetail, with a 10% chance of it being a tshala. [b]Combat[/b] Firetails and tshalas fight with their slam attacks, occasionally flaring up for additional damage to melee opponents. Tshalas usually begin a fight with a fireball. [b]Burn (Ex):[/b] Those hit by a firetail must succeed at a Reflex save (DC 14 for lesser firetails, DC 18 for tshalas) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flames. Creatures hitting a firetail with natural weapons or unarmed attacks take fire damage as though hit by the firetail’s attack, and also catch fire unless they succeed at a Reflex save. [b]Flare (Ex):[/b] Five times per day, but no more that once every 1d4+1 rounds, a firetail can flare up, dealing 1d12 points of fire damage to every creature within 5 feet. A tshala can sacrifice one of its spell-like abilities for the day to get another five daily uses for this ability. [b]Spell-like Abilities:[/b] Lesser firetails have no spell-like abilities. Tshalas have the following spell-like abilities: 1/10 minutes: [i]fireball[/i]; 1/day - [i] feeblemind, fire trap, heal, maze, plane shift (self and up to 6 lesser firetails), remove curse[/i]. Caster level 14th, save DC 13 + spell level. [b]Fire Subtype:[/b] Firetails are immune to fire. They take double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. [/QUOTE]
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