Monster: Sparkith

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This child-like entity has gliding membranes made of skin flaps between its arms and its legs. It is wholly covered with red and orange fur with occasional scorched path and its black eyes contain tiny swirling sparks. A hair-less rat-like tail trails behind its back.

CR 4; XP 1,200

CN Fey
Init +8; Senses low-light vision; Perception +13


AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 40 (9d6+9)
Fort +3, Ref +10, Will +7
Defensive Abilities absorb fire; DR 2/cold iron; Resist cold 20, fire 20

Speed 30 ft., fly 30 ft. (clumsy)
Melee 2 claws +6 (1d4+1) and tail slap +6 (1d4+1 plus 1d4 fire)
Ranged absorbed flame +9 touch (special)
Special Attacks direct flame

Str 12, Dex 18, Con 12, Int 13, Wis 13, Cha 15
Base Atk +4; CMB +4; CMD 18
Feats Acrobatic Steps, Flyby Attack, Improved Initiative, Nimble Moves, Stealthy
Skills Acrobatics +16, Bluff +14, Escape Artist +18, Fly +10, Knowledge (nature) +13, Perception +13, Stealth +22
Languages Common, Ignan, Sylvan
SQ heat-gliding, quenching death

Environment temperate and warm forests, plains, and mountains
Organization single, pair, or camp (3–8)
Treasure standard

Special Abilities

Absorb Fire (Su) Fire damage prevented by a sparkith's resistance is absorbed and stored. Before the end of the following turn, the sparkith can take a standard action to throw the absorbed flame with a ranged touch attack up to 60 feet, dealing fire damage equal to the damage absorbed (up to a maximum of 20).

Direct Flame (Su) A sparkith can take a swift action to command an existing sources of flame to expand into up to four squares (or the flame's current number of squares occupied, whichever is lower) adjacent to the space occupied by the flame. The flame disperses after one round from squares that contain no suitable fuel. A sparkith cannot make a fire expand from a hearth, fireplace, or ring of stones deliberately set up to contain the flame, unless the means of controlling the flame are disturbed.

Heat-Gliding (Ex) A spakrith starting its turn above a source of heat floats upwards 5 feet per die of damage of the source (but no higher than 20 feet per die of damage) and increases its flying speed for the turn by 10 feet per die of damage of the heat source.

Quenching Death (Ex and Sp) When a sparkith dies, it sucks in nearby flames, extinguishing non-magical fires within 30 feet, and affecting fire effects and magic items within the same range with dispel magic.

Sparkiths are careless fey that are living embodiment of the wildfires. They tend to be restless in the presence of fire and heat, though they grow morose and apathetic when it is cold or wet. They are enamored by flames, the bigger, the better, as it allows them to fly higher and faster than usual. They are sometimes attracted to rural dwellings of humanoids, where they might try to cause conflagrations, sometimes by tricking children into spreading the fire or damaging means of controlling them—sparkiths themselves are unable to start fires or damage tools and infrastructure that prevents or controls fire, though they can spread existing fire with their absorb fire and direct flame. 

Some of the rural customs, such as building great bonfires during certain feasts and burning various fragrant herbs might be ways of taming and appeasing sparkiths.

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