I've decided to update these charming monsters for 5e, because can you really have too many man-eating horrors?
I don't know who did this picture. It's one of the official D&D pictures for the firenewts & giant striders.
Firenewt
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points 22
(4d8+4)
Speed 30 ft.
Str Dex Con Int Wis Cha
13 (+1) 10 (+0) 13 (+1) 8
(-1) 13 (+1) 7 (-2)
Damage Vulnerabilities cold
Damage Immunities fire
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge ½
ACTIONS
Glaive. Melee weapon attack: +3 to hit, reach
10 ft., one target. Hit: 7 (1d10+1) slashing damage.
Longsword. Melee weapon attack: +3 to hit,
reach 5 ft., one target. Hit: 6 (1d8+1) slashing damage or 7 (1d10+1) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt exhales fire on a
single creature within 5 ft. The creature must make a DC 11 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
successful one.
Elite
Firenewt Warrior
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points 32
(5d8+10)
Speed 30 ft.
Str Dex Con Int Wis Cha
15 (+2) 10 (+0) 14 (+2) 9
(-1) 13 (+1) 7 (-2)
Damage Immunities fire
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge 1
ACTIONS
Battleaxe. Melee weapon attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt exhales fire on a
single creature within 5 ft. The creature must make a DC 12 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
successful one.
Firenewt
Overlord
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points
52 (8d8+16)
Speed 30 ft.
Str Dex Con Int Wis Cha
16 (+3) 11 (+0) 15 (+2) 9
(-1) 14 (+2) 9 (-1)
Damage Vulnerabilities cold
Damage Immunities fire
Skills Perception +4, Survival +4
Senses passive Perception 14
Languages Draconic
Challenge 2
ACTIONS
Multiattack. The firenewt overlord makes two
battleaxe attacks.
Battleaxe. Melee weapon attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d8+3) slashing damage or 7 (1d10+3) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt overlord exhales fire
on a single creature within 5 ft. The creature must make a DC 12 Dexterity
saving throw, taking 7 (2d6) fire damage on a failed save, or half as much
damage on a successful one.
Firenewt
Priest
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points
27 (5d8+5)
Speed 30 ft.
Str Dex Con Int Wis Cha
14 (+2) 10 (+0) 13 (+1) 10
(+0) 15 (+2) 8 (-1)
Damage Vulnerabilities cold
Damage Immunities fire
Skills Animal Handling +4, Perception +4,
Survival +4
Senses passive Perception 14
Languages Draconic
Challenge 2
Spellcasting. The firenewt is a 5th
level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). The firenewt has the following cleric spells prepared:
Cantrips (at
will): control flames, guidance, light, sacred
flame
1st
level (4 slots): bane, cure wounds,
shield of faith
2nd
level (3 slots): hold person, spiritual
weapon
3rd
level (2 slots): bestow curse, dispel
magic
ACTIONS
Glaive. Melee weapon attack: +4 to hit, reach
10 ft., one target. Hit: 7 (1d10+2) slashing damage.
Longsword. Melee weapon attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt exhales fire on a
single creature within 5 ft. The creature must make a DC 11 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
successful one.
Giant
Strider
Large monstrosity, unaligned
Armor Class
12 (natural armor)
Hit Points
32 (4d10+8)
Speed 40 ft.
Str Dex Con Int Wis Cha
17 (+3) 12 (+1) 15 (+2) 2
(-4) 10 (+0) 5 (-3)
Damage Vulnerabilities cold
Damage Immunities fire
Senses passive Perception 10
Languages –
Challenge 2
Healing from Fire. Every 3 rounds that the giant
strider is exposed to intense heat, it is healed as if with a cure wounds spell cast at 1st
level. If it is hit by magical fire, the giant strider is healed as with a cure wounds spell cast at a level equal
to the number of damage dice.
Magic Resistance. The giant strider has advantage on
saving throws against spells and other magical effects.
ACTIONS
Beak. Melee weapon attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (1d10+3) slashing damage.
Kick. Melee weapon attack: +5 to hit,
reach 5 ft., one target (behind the giant strider). Hit: 10 (1d12+3) slashing
damage.
Fireball (Recharge 5-6). The giant strider emits a small
fireball from ducts near its eyes with a 60 ft. range. Each creature in a
10-foot-radius sphere centered on a point chosen by the giant strider must make
a DC 12 Dexterity saving throw. Creatures take 7 (2d6) damage of a failed save,
or half as much damage on a successful one.
Cruel
marauders believed by many to be distantly related to lizardmen, firenewts live
in hot and volcanic regions. They lair underground and when encountered outside
their lairs, it is usually an expedition setting out to exterminate someone.
Firenewts
stand 5 ½ to 6 feet in height, with smooth skin and deep crimson eyes. Their
hides are a mottled sepia color, darkest along the spine and fading to
near-white on the belly. While their teeth are quite sharp, they are too small
to making biting an effective attack.
Cruel and Martial
Firenewts
live in a harsh, martial society dominated by their priesthood. They consider
all others to be either enemies or prey, including other tribes of firenewts.
It is considered a great honor to destroy an enemy tribe’s hatching ground.
When they
capture creatures that are not immune to flame, they delight in burning them to
death. The agony of a creature burning alive causes firenewts a great deal of
amusement.
Bitter Rivalries
Though
firenewts are very organized when facing an outside foe, their tribes are rife
with vicious infighting. Petty
jealousies abound, and competitiveness can be quite extreme. These conflicts
usually take the form of attempts at sabotage or otherwise causing a rival’s
downfall rather than direct violence. Murdering a fellow member of a tribe is
considered a crime and carries a terrible price: the perpetrator is tortured
for three days before being fed to his own giant strider mount.
Larger
tribes will have a firenewt overlord, who is the strongest of the tribe’s
warriors. He and his cadre of elite warriors lead the tribe in war. The
priesthood controls the hatching ground, trains the giant striders and leads
the tribe in the worship of whatever fire god they venerate. Struggles for
control and dominance of the tribe can be rather frequent between the overlord
and the priesthood. Though these battles of will can be quite bitter, they
don’t usually result in open bloodshed.
Masters
of the Giant Striders
The
firenewts have domesticated the giant striders, and use them as mounts. A
firenewt expedition usually has two thirds of its number mounted, with the
remaining one third marching on foot. Most giant striders encountered will be
in the service of the firenewts; very few are wild and free roaming.
Giant
striders are large, flightless birds adapted to living in hot, volcanic
regions. They stand about 8 ft. tall, with mottled, leathery skin of dusky red.
Their eyes glow a dull red and steam constantly billows from their noses and
mouths. Giant striders are highly aggressive, and fear very little, making them
excellent war mounts. They can deliver a vicious bite with their saw toothed
beaks, or deliver a powerful kick with a clawed foot to someone standing behind
them.
Fire Lizard
(Young)
Large monstrosity, unaligned
Armor Class
13 (natural armor)
Hit Points
85 (10d10+30)
Speed 30 ft.
Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 16 (+3) 2
(-4) 10 (+0) 5 (-3)
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception
10
Languages –
Challenge 3
ACTIONS
Multiattack. The fire lizard makes two attacks:
one with its bite and one with its claws.
Bite. Melee weapon attack: +6 to hit, 5
ft. reach, one target. Hit: 14 (2d8+4) piercing damage.
Claw. Melee weapon attach: +6 to hit, 5
ft. reach, one target. Hit: 9 (1d8+4) slashing damage.
Fire Breath (Recharge 5-6). The fire lizard can exhale fire in a
15-foot cone. Each creature must make a DC 13 Dexterity saving throw, taking 21
(6d6) fire damage on a failed save, or half as much damage on a successful one.
Firenewt
priests will typically have 1-3 young fire lizards guarding the tribe’s
hatching ground.
Fire
lizards, also called “false dragons”, have a strong resemblance to wingless red
dragons. Their scaly hides are grey, with mottled red & brown along the
back. Their eyes are yellow with black, slitted pupils.
Hatchlings
leave to fend for themselves very shortly after hatching. Fire lizards are
attracted to shiny objects, so the incidental treasure found in their
subterranean lairs will typically be gems or objects made of metal.
Scholars do
not believe that these reptiles are related to dragons, though this is far from
certain. Dragons certainly don’t have any particular desire to spend time with
these creatures.
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