Biweekly Monster-Fire Weird

FireWeirdFlame Guardians. Fire weirds are generally bound to a fire pit or bed of coals meant to burn always in the honor of the temple they guard. They are capricious and require strict bounds to their area of flame lest they try to spread it to nearby tapestries and other flammable objects.

Long Sleep. When the temple a fire weird protects is desecrated, the weird goes dormant. It sleeps in the ashes and when those ashes provide nutrients to plants, the fire weird sometimes transitions into the wood. Though a rare occurrence, stories abound of camp fires springing to life and attacking.

Fire Weird
Large elemental, chaotic neutral
Armor Class: 13
Hit Points: 58 (9d10+9)
Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison, fire
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses: blindsight 30 ft., passive Perception 10
Languages: understands Ingan but doesn’t speak
Challenge: 3 (700 XP)

Invisible in Fire. The fire weird is invisible while wreathed in fire.

Fire Bound. The fire weird dies if it leaves the fire to which it is bound or if that fire is extinguished.

Actions
Constrict. 
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) fire damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the fire weird. Until this grapple ends, the target is restrained, the fire weird tries to immerse it in its flames for 1d6 fire damage per round and the start of the fire weird’s turns, and the fire weird can’t constrict another target.

Call it lazy, call it focusing on modules, call it an experiment (the Monster Manual monsters seem hard pressed to fit into the guidelines given in the DMG), but I think this year I will instead of developing monsters largely from scratch focus on re-skinning monsters in the Monster Manual. This is a water weird with fire substitutions.

Immunity to fire is a strong upgrade from resistance, but it feels more confined and the slower movement speed feels right. Should be pretty balanced as long as the party knows they’re entering a flame temple of some kind. Could be a nasty surprise otherwise if the wizard hasn’t diversified his spell damage.

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