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Fire Monkey
This monkey has molten rock for flesh and flames for fur.
CR 4; XP 1,200
CN Small Outsider (elemental, extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Perception +10
Defense
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 39 (6d10+6)
Fort +6, Ref +8, Will +3
Defensive Abilities evasion; Immune elemental traits, fire
Weakness vulnerable to cold
Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +8 (1d3+1 plus 1d4 fire) and bite +8 (1d3+1 plus 1d4 fire)
Ranged fling flame +10 touch (4d6 fire)
Spell-Like Abilities (CL 6th; concentration +8)
At Will—pyrotechnics (DC 14), quench (DC 15), spark, tongues
1/day—summon monster II (Small fire elemental only)
Statistics
Str 12, Dex 16, Con 12, Int 5, Wis 13, Cha 15
Base Atk +6; CMB +6; CMD 19
Feats Improved Initiative, Point-Blank Shot, Precise Shot
Skills Acrobatics +12, Climb +9, Perception +10, Sleight Of Hand +12
Language broken Ignan
SQ cooled head
Ecology
Environment tropical mountains (Elemental Plane Of Fire)
Organization solitary, pair, or group (3–8)
Treasure standard
Special Abilities
Cooled Head (Ex) When a fire monkey is exposed to a cold effect, it gains +10 bonus to Intelligence, can make any Knowledge checks untrained, and gains use of listed spell-like abilities. Cooled head lasts for 1 round per spell level of cold effect used, or half the Hit Dice of the effect originator if extraordinary or supernatural.
Fling Flame (Ex) A fire monkey can throw some of its flame with a ranged touch attack, up to 60 feet, with no range increment. Flung flame inflicts 4d6 points of fire damage on direct hit and splashes to deal 4 points of damage within 5 feet of the point of impact.
Fire monkeys count among the many elemental entities that resemble creatures from the material plane. Like their mortal namesakes, they are unpredictable, curious, capricious, entertaining or annoying, often shifting their behavior at the moment's notice. They also tend to mix aggressiveness with cowardice. Interestingly, exposure to intense cold augments their intellectual capacity, unlocks their magical abilities, and makes them much more composed. Regretfully, such exposure usually takes place when they are already engaged in combat, making them even more dangerous when their weakness to cold is targeted.
There are rumors of small enclaves of fire monkeys that settled at hot springs and similar geothermal phenomena in the middle of arctic lands and frozen mountains, where they can deliberately expose themselves to extreme cold to augment their intelligence for short time and then return to safety and warmth to recuperate.
Variants:
If a fire monkey is a regular nuisance, related to them flying fire monkeys are even worse problem. They are Tiny, with AC 17 (+4 Dex, +1 natural, +2 size), 33 hit points, Fort +5, Ref +9, Str 10, Dex 18, and Con 10. Their melee attacks are rather unimpressive, dealing 1d2 points of damage plus 1d4 fire with a typical Tiny creatures' reach of 0 ft., but their ranged attack is made with a total +12 bonus. They have flying speed of 60 feet with good maneuverability and Fly skill of +21 instead of Acrobatics.
Fire apes (CR 5) are Large, with AC 17 (+1 Dex, +7 natural, –1 size), 51 hit points, Fort +8, Ref +8, Will +5, Str 20, Dex 12, Con 16, 2 slam and 1 bite attacks with +10 total attack bonus, dealing 1d6+5 plus 1d4 fire damage but they lack flame flinging ability.
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