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Special Conversion Thread: Will o' wisps
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<blockquote data-quote="Shade" data-source="post: 4942733" data-attributes="member: 287"><p><strong>Firestar</strong></p><p>CLIMATE/TERRAIN: Temperate forests, hills</p><p>FREQUENCY: Uncommon</p><p>ORGANIZATION: Pack</p><p>ACTIVITY CYCLE: Night</p><p>DIET: Thermosynthesis</p><p>INTELLIGENCE: High (13-14)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Neutral </p><p>NO. APPEARING: 1 -12</p><p>ARMOR CLASS: 2</p><p>MOVEMENT: Fl 15 (A)</p><p>HIT DICE: 2+2</p><p>THACO: 19</p><p>NO. ATTACKS: See below</p><p>DAMAGE/ATTACK: See below</p><p>SPECIAL ATTACKS: Electricity</p><p>SPECIAL DEFENSES: Immune to magic; heat and electrical asorption; invisibility</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: T (3’ to 6” diameter)</p><p>MORALE: Steady (11-12)</p><p>XP VALUE: 2,000</p><p></p><p>FIrestars, also known as the moon dancers, are tiny glowing beings that roam forests and hills, and generally ignore travelers. They appear as silent, floating, fist-sized motes of light, and are frequently mistaken for will o’ wisps or torches.</p><p></p><p>Firestars can consciously control their illumination level, from bright torchlight to total darkness. During a blackout, they are effectively invisible. The light fails completely when the firestar dies.</p><p></p><p>The firestars’ language consists of intricate patters of flashing lights, accompanied by fluctuation in their light level. They understand some humanoid gestures, movements, and languages.</p><p></p><p>Combat: A firestar never initiates combat. If attacked, it defends itself with an electrical jolt similar to a miniature lighting bolt that inflicts 2d6 points of damage with no saving throw. These bolts have a range of 30 feet, are conducted through metal, and can be released five times each day.</p><p></p><p>A firestar can absorb energy energy from normal or magical flames; it gains an additional hit points the amount of damage the flames would have inflicted on another creature. For example, a 12 hit point firestar attacked by a fireball that would normally cause 18 points of damage would gain the 18 points as additional hit points, for a new total of 30 hit points.</p><p></p><p>A firestar can attain a maximum hit point total of four times its original amount. These added hit points are lost after 1d4+1 hours, leaving the firestar with its original amount. Any extra hit points are not absorbed, but harmlessly dissipated. Firestars can absorb the damage done by a flametongue sword at a rate of 1 hit point per sword strike. Firestars are immune to electrical attacks.</p><p></p><p>Firestars can also drain energy from a normal campfire at a rate of 2d6 hit points per round. It can extinguish a fire by absorbing all its energy at once, gaining 5d6 hit points in the process; to do this, the firestar must remain motionless and take no other actions. Firestars automatically attract sparks within 20 feet; these are harmlessly absorbed but may betray a blacked-out firestar’s position.</p><p></p><p>Firestars are immune to most magical spells. Detection and communication spells, magic missile, and cold-based spells have normal effects on the firestar. A firestar can be hit by normal weapons. Flaming weapons both injure and heal the firestar simultaneously.</p><p></p><p>If a firestar si slain, the light fades, revealing its actual body, a two-inch-long, egg-shaped body covered in a black spiderweb of nerves. The nerves intersect in a number of its nodes and eyes.</p><p></p><p>Habitat/Society: The firestar is normally found floating among the hills or trees, dancing intricate patterns with its companions. It is a completely alien being that shows some curiosity toward its surroundings, but otherwise ignores animal s and adventurers alike. Attracted by artificial lights and magic, it investiages campfires and magical lights within two miles and magic use within 200 yards.</p><p></p><p>Most encounters with firestars occur when adventurers mistake them for torches or will-o’-wisps. Adventurers may attack the peaceful firestars, which then defend themselves with their powers. An injured firestar may initiatie an encounter by seeking out and draining an adventurer’s campfire to heal itself.</p><p></p><p>During the day, firestars rest. They land in high, inaccessible sopts, retract their glowing nerves, and spend the day absorbing th sun’s light and heat. They may be mistaken for exotic or ornamented eggs; adventurers may accidentally collect these ‘eggs” with the idea of later reselling them. When night falls, the firestars reveal their true selves and seek to escape.</p><p></p><p>Firestars are intelligent but reclusive. They communicate with creatures that employ telepathy or speak with monsters spells. Firestars are also secretive about their life span and reproduction. It is suspsected that firestars reproduce asexually by budding.</p><p></p><p>Ecology: The firestar’s body contains several organs that are useful as spell components or ingredients in magical concoctions. It contains a distinctive organ that can be used in a dancing lights spell. Any of its organs can be used to prepare the magical inks for affect normal fires, dancing lights, and detect magic scrolls. These organs are worth 1 to 5 gp.</p><p></p><p>Originally appeared in Dragon Magazine #94 (1985). This is the Monstrous Compendium Volume Three version.</p></blockquote><p></p>
[QUOTE="Shade, post: 4942733, member: 287"] [B]Firestar[/B] CLIMATE/TERRAIN: Temperate forests, hills FREQUENCY: Uncommon ORGANIZATION: Pack ACTIVITY CYCLE: Night DIET: Thermosynthesis INTELLIGENCE: High (13-14) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 -12 ARMOR CLASS: 2 MOVEMENT: Fl 15 (A) HIT DICE: 2+2 THACO: 19 NO. ATTACKS: See below DAMAGE/ATTACK: See below SPECIAL ATTACKS: Electricity SPECIAL DEFENSES: Immune to magic; heat and electrical asorption; invisibility MAGIC RESISTANCE: Nil SIZE: T (3’ to 6” diameter) MORALE: Steady (11-12) XP VALUE: 2,000 FIrestars, also known as the moon dancers, are tiny glowing beings that roam forests and hills, and generally ignore travelers. They appear as silent, floating, fist-sized motes of light, and are frequently mistaken for will o’ wisps or torches. Firestars can consciously control their illumination level, from bright torchlight to total darkness. During a blackout, they are effectively invisible. The light fails completely when the firestar dies. The firestars’ language consists of intricate patters of flashing lights, accompanied by fluctuation in their light level. They understand some humanoid gestures, movements, and languages. Combat: A firestar never initiates combat. If attacked, it defends itself with an electrical jolt similar to a miniature lighting bolt that inflicts 2d6 points of damage with no saving throw. These bolts have a range of 30 feet, are conducted through metal, and can be released five times each day. A firestar can absorb energy energy from normal or magical flames; it gains an additional hit points the amount of damage the flames would have inflicted on another creature. For example, a 12 hit point firestar attacked by a fireball that would normally cause 18 points of damage would gain the 18 points as additional hit points, for a new total of 30 hit points. A firestar can attain a maximum hit point total of four times its original amount. These added hit points are lost after 1d4+1 hours, leaving the firestar with its original amount. Any extra hit points are not absorbed, but harmlessly dissipated. Firestars can absorb the damage done by a flametongue sword at a rate of 1 hit point per sword strike. Firestars are immune to electrical attacks. Firestars can also drain energy from a normal campfire at a rate of 2d6 hit points per round. It can extinguish a fire by absorbing all its energy at once, gaining 5d6 hit points in the process; to do this, the firestar must remain motionless and take no other actions. Firestars automatically attract sparks within 20 feet; these are harmlessly absorbed but may betray a blacked-out firestar’s position. Firestars are immune to most magical spells. Detection and communication spells, magic missile, and cold-based spells have normal effects on the firestar. A firestar can be hit by normal weapons. Flaming weapons both injure and heal the firestar simultaneously. If a firestar si slain, the light fades, revealing its actual body, a two-inch-long, egg-shaped body covered in a black spiderweb of nerves. The nerves intersect in a number of its nodes and eyes. Habitat/Society: The firestar is normally found floating among the hills or trees, dancing intricate patterns with its companions. It is a completely alien being that shows some curiosity toward its surroundings, but otherwise ignores animal s and adventurers alike. Attracted by artificial lights and magic, it investiages campfires and magical lights within two miles and magic use within 200 yards. Most encounters with firestars occur when adventurers mistake them for torches or will-o’-wisps. Adventurers may attack the peaceful firestars, which then defend themselves with their powers. An injured firestar may initiatie an encounter by seeking out and draining an adventurer’s campfire to heal itself. During the day, firestars rest. They land in high, inaccessible sopts, retract their glowing nerves, and spend the day absorbing th sun’s light and heat. They may be mistaken for exotic or ornamented eggs; adventurers may accidentally collect these ‘eggs” with the idea of later reselling them. When night falls, the firestars reveal their true selves and seek to escape. Firestars are intelligent but reclusive. They communicate with creatures that employ telepathy or speak with monsters spells. Firestars are also secretive about their life span and reproduction. It is suspsected that firestars reproduce asexually by budding. Ecology: The firestar’s body contains several organs that are useful as spell components or ingredients in magical concoctions. It contains a distinctive organ that can be used in a dancing lights spell. Any of its organs can be used to prepare the magical inks for affect normal fires, dancing lights, and detect magic scrolls. These organs are worth 1 to 5 gp. Originally appeared in Dragon Magazine #94 (1985). This is the Monstrous Compendium Volume Three version. [/QUOTE]
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