The Dragonlance Nexus

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Fire Minion

D&D 3e (3.0/3.5) Rules

by James O'Rance


Large Elemental (Evil, Fire)
Hit Dice: 6d8+18 (45 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Huge greatsword +7/+2 melee
Damage: Huge greatsword 2d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Fire aura
Special Qualities: Dimension door, healing flames
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 16, Dex 16, Con 15, Int 16, Wis 15, Cha 8
Skills: Hide +10, Intimidate +8, Listen +10, Move Silently +7, Search +9, Spot +10
Feats: Cleave, Improved Initiative, Power Attack, Weapon Focus (Greatsword)
Climate/Terrain: Warm mountains and underground
Organisation: Solitary, company (2-5) or battalion (20-40)
Challenge Rating: 5
Treasure: None
Alignment: Always evil (any)
Advancement: 7-10 HD (Large), 11-18 HD (Huge)

Fire minions are intelligent and cruel elementals summoned from the Elemental Plane of Fire by the evil god Hiddukel, although some betrayed him to serve Takhisis. They dwell primarily within the Burning Sea, where they wage war upon their hated enemies, the gnomoi of Hitehkel.

Fire minions take a humanoid form, and appear to be composed of both solid matter and living flame. They are, however, able to revert to a less humanoid appearance, such as a fountain of roaring magma, or even shrink down into a fire and disappear entirely. Fire minions often choose to take on a demonic appearance, for they realise the terror that this strikes into their mortal foes.

Combat

Fire minions always strike with huge swords that they appear to create out of their own substance. The sword of a slain fire minion disappears in an explosive burst of flame and smoke.

Dimension Door (Sp): A fire minion may use dimension door at will as though it was a sorcerer of equal level to its Hit Dice. This ability only allows the fire minion to move between two different areas of flame, although these areas may be entirely separate. When using this ability, the fire minion usually appears to shrink down into one fire and disappear just as it rises out of another.

Fire Aura (Ex): Fire minions have a constant flame aura that causes 1d6 points of fire damage to all within five feet. No attack roll is needed to hit and no saving throw is allowed to avoid this damage.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Healing Flames (Ex): A fire minion attacked by magical flames heals hit points equal to the damage that the attack would normally cause.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

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