Shade
Monster Junkie
Flame Spirit
http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-39.html
Flame Spirit, Least
Small Elemental (Extraplanar, Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire/19-20)
Full Attack: Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (DC 13), fiery eyes, fire shuriken, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 15, Con 10, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Ability Focus (burn), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: —
Flame Spirit, Lesser
Medium Elemental (Extraplanar, Fire)
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or fire shuriken +6 ranged (1d10+2 fire/19-20)
Full Attack: Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or 2 fire shuriken +6 ranged (1d10+2 fire/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (DC 16), fiery eyes, fire shuriken, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Ability Focus (burn), Combat Reflexes, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: —
Flame Spirit, Greater
Large Elemental (Extraplanar, Fire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or fire shuriken +9 ranged (1d10+4 fire/19-20)
Full Attack: Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or 3 fire shuriken +9 ranged (1d10+4 fire/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burn (DC 19), fiery eyes, fire shuriken, spell-like abilities
Special Qualities: Cannot cross water, damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 18, Dex 19, Con 16, Int 6, Wis 11, Cha 13
Skills: Listen +5, Spot +6
Feats: Ability Focus (burn), Combat Reflexes, Power Attack, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: —
A pulsating ball of flame rolls along the ground. A snaky tendril of fire emerges from its body, is immediately withdrawn, and suddenly re-emerges elsewhere from its surface. A pair of eyelike oval patches are centered in its body.
Flame spirits are relatives of fire elementals. They spend most of their time on the Elemental Plane of Fire, and are rarely encountered elsewhere unless summoned.
Least flame spirits are relatively docile, and are often summoned to appear inside lanterns to serve as light sources. As long as the summoner provides the least flame spirit with combustible materials for consumption, it passively remains inside the lantern. A least flame spirit's flames are pure white, with tiny red eyes.
Lesser flame sprits are more independent. They prefer to consume volcanic ash, basalt, and other volcanic rock. As a result, they are often found near active volcanos when left to their own devices. They are dull orange in color with black eyes.
Greater flame spirits are somewhat arrogant. They often serve wu jen as bodyguards or to power huge furnaces used in magical experiments. While they will consume any type of combustible material, they prefer seasoned wood and fresh parchment. The colored flames of a greater flame spirit's body are an ever-shifting pattern of yellow, red, and green, while its eyes are a deep red.
A least flame sprit is 1 foot in diameter and weighs 1 pound. A lesser flame sprit is 6 feet in diameter and weighs 18 pounds. A greater flame sprit is 10 feet in diameter and weighs 70 pounds.
Flame spirits speak Ignan and Common. Their voices sound like hissing steam mixed with crackling flames.
Flame spirits can be summoned via summon monster and summon nature's ally spells appropriate for a fire elemental of the same size, but require an appropriately-sized fire as an additional material component. When summoning multiple flame spirits with a single spell, the fire need only be large enough to house a single flame spirit.
COMBAT
Flame spirits prefer to remain at a distance until they've exhausted their fire shuriken. Eye beams are generally used next, before closing to melee.
Burn (Ex): A flame spirit’s slam attack deals bludgeoning damage plus fire damage from the spirit’s flaming body. Those hit by a flame spirit’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the spirit’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a flame spirit with natural weapons or unarmed attacks take fire damage as though hit by the spirit’s attack, and also catch on fire unless they succeed on a Reflex save.
Cannot Cross Water (Ex): A flame spirit cannot pass over any body of liquid (even frozen liquid) larger than itself, unless the liquid is combustible. Thus, a flame spirit could cross alcohol or oil, but not acid or milk.
Fiery Eyes (Su): As a standard action, a flame spirit can shoot two rays of fire (one from each eye). Each ray has a range of 200 ft. and does 1d4 fire damage for least flame spirits, 1d6 fire damage for lesser flame spirits and 1d8 fire damage for greater flame spirits.
Fire Shuriken (Su): Flame spirits can create shuriken formed of magic fire. A least flame spirit can create up to 3 such shuriken per day, a lesser flame spirit can create up to 6 and a greater flame spirit up to 9 fire shuriken. These fire shuriken can be thrown as a normal ranged attack with a range increment of 20 feet. Fire shuriken threaten a critical hit on a roll of 19-20, and deal 1d10 points of fire damage each on a successful hit. Any additional damage dealt by the fire shuriken (including Strength bonus) is also fire damage. A flame spirit can throw a single fire shuriken as a standard action; a lesser flame spirit can also throw 2 fire shuriken as a full attack, while a greater flame spirit can throw up to 3 fire shuriken as a full attack. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.
Spell-Like Abilities (Least): 3/day—produce flame. Caster level 2nd. The save DCs are Charisma-based.
Spell-Like Abilities (Lesser): At will—produce flame; 1/day—pyrotechnics (DC 12). Caster level 4th. The save DCs are Charisma-based.
Spell-Like Abilities (Greater): At will—produce flame; 3/day—pyrotechnics (DC 13); 1/day—fire shield (warm only). Caster level 8th. The save DCs are Charisma-based.
Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-39.html
Flame Spirit, Least
Small Elemental (Extraplanar, Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire/19-20)
Full Attack: Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (DC 13), fiery eyes, fire shuriken, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 15, Con 10, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Ability Focus (burn), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: —
Flame Spirit, Lesser
Medium Elemental (Extraplanar, Fire)
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or fire shuriken +6 ranged (1d10+2 fire/19-20)
Full Attack: Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or 2 fire shuriken +6 ranged (1d10+2 fire/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (DC 16), fiery eyes, fire shuriken, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Ability Focus (burn), Combat Reflexes, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: —
Flame Spirit, Greater
Large Elemental (Extraplanar, Fire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or fire shuriken +9 ranged (1d10+4 fire/19-20)
Full Attack: Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or 3 fire shuriken +9 ranged (1d10+4 fire/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burn (DC 19), fiery eyes, fire shuriken, spell-like abilities
Special Qualities: Cannot cross water, damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 18, Dex 19, Con 16, Int 6, Wis 11, Cha 13
Skills: Listen +5, Spot +6
Feats: Ability Focus (burn), Combat Reflexes, Power Attack, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: —
A pulsating ball of flame rolls along the ground. A snaky tendril of fire emerges from its body, is immediately withdrawn, and suddenly re-emerges elsewhere from its surface. A pair of eyelike oval patches are centered in its body.
Flame spirits are relatives of fire elementals. They spend most of their time on the Elemental Plane of Fire, and are rarely encountered elsewhere unless summoned.
Least flame spirits are relatively docile, and are often summoned to appear inside lanterns to serve as light sources. As long as the summoner provides the least flame spirit with combustible materials for consumption, it passively remains inside the lantern. A least flame spirit's flames are pure white, with tiny red eyes.
Lesser flame sprits are more independent. They prefer to consume volcanic ash, basalt, and other volcanic rock. As a result, they are often found near active volcanos when left to their own devices. They are dull orange in color with black eyes.
Greater flame spirits are somewhat arrogant. They often serve wu jen as bodyguards or to power huge furnaces used in magical experiments. While they will consume any type of combustible material, they prefer seasoned wood and fresh parchment. The colored flames of a greater flame spirit's body are an ever-shifting pattern of yellow, red, and green, while its eyes are a deep red.
A least flame sprit is 1 foot in diameter and weighs 1 pound. A lesser flame sprit is 6 feet in diameter and weighs 18 pounds. A greater flame sprit is 10 feet in diameter and weighs 70 pounds.
Flame spirits speak Ignan and Common. Their voices sound like hissing steam mixed with crackling flames.
Flame spirits can be summoned via summon monster and summon nature's ally spells appropriate for a fire elemental of the same size, but require an appropriately-sized fire as an additional material component. When summoning multiple flame spirits with a single spell, the fire need only be large enough to house a single flame spirit.
COMBAT
Flame spirits prefer to remain at a distance until they've exhausted their fire shuriken. Eye beams are generally used next, before closing to melee.
Burn (Ex): A flame spirit’s slam attack deals bludgeoning damage plus fire damage from the spirit’s flaming body. Those hit by a flame spirit’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the spirit’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a flame spirit with natural weapons or unarmed attacks take fire damage as though hit by the spirit’s attack, and also catch on fire unless they succeed on a Reflex save.
Cannot Cross Water (Ex): A flame spirit cannot pass over any body of liquid (even frozen liquid) larger than itself, unless the liquid is combustible. Thus, a flame spirit could cross alcohol or oil, but not acid or milk.
Fiery Eyes (Su): As a standard action, a flame spirit can shoot two rays of fire (one from each eye). Each ray has a range of 200 ft. and does 1d4 fire damage for least flame spirits, 1d6 fire damage for lesser flame spirits and 1d8 fire damage for greater flame spirits.
Fire Shuriken (Su): Flame spirits can create shuriken formed of magic fire. A least flame spirit can create up to 3 such shuriken per day, a lesser flame spirit can create up to 6 and a greater flame spirit up to 9 fire shuriken. These fire shuriken can be thrown as a normal ranged attack with a range increment of 20 feet. Fire shuriken threaten a critical hit on a roll of 19-20, and deal 1d10 points of fire damage each on a successful hit. Any additional damage dealt by the fire shuriken (including Strength bonus) is also fire damage. A flame spirit can throw a single fire shuriken as a standard action; a lesser flame spirit can also throw 2 fire shuriken as a full attack, while a greater flame spirit can throw up to 3 fire shuriken as a full attack. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.
Spell-Like Abilities (Least): 3/day—produce flame. Caster level 2nd. The save DCs are Charisma-based.
Spell-Like Abilities (Lesser): At will—produce flame; 1/day—pyrotechnics (DC 12). Caster level 4th. The save DCs are Charisma-based.
Spell-Like Abilities (Greater): At will—produce flame; 3/day—pyrotechnics (DC 13); 1/day—fire shield (warm only). Caster level 8th. The save DCs are Charisma-based.
Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
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