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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Fire Fiend, a new demon.

    Fire Fiend
    Size/Type: Small Outsider (Evil, Fire)
    Hit Dice: 7d8+14 (45 hp)
    Initiative: +7 (+3 Dex, +4 Improved Initiative)
    Speed: 30ft, fly 40 ft. (good)
    Armor Class: 18, touch 14, flat-footed 15 (+1 size, +3 dex, +4 natural)
    Base Attack/Grapple: +7/+4
    Attack: Claw +9 1d4+1 plus 2d6 fire and combustion
    Full Attack: 2 claws +9 1d4+1 plus 2d6 fire and combustion
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Flame Burst, Combustion, Spells
    Special Qualities: DR 5/magic, Fast Healing 2, Fire Aura (6)
    Saves: Fort +7, Ref +8, Will +3
    Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 7, Cha 11
    Skills: Balance +8, Intimidate +10, Knowledge (Local)+10, Knowledge (The Arcane) +10 Listen +8, Sense Motive +8, Spot +8, Tumble +8
    Feats: Combat Reflexes, Flyby Attack, Improved Initiative
    Enviroment: Lower Planes, Plane of Fire
    Organization: Solitary, Gang (3-5) or Band (4-13)
    Challange Rating: 8
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 8-10 HD Medium, 11 or 12 HD Large
    Level Adjustment:

    Flame Burst (Sp): Once per round as a swift action, a fire fiend may cause burst of flame in a 5 foot radius up to 200 feet away. Any creature in this area must make a relfex save (DC 15) or take 4d10 fire damage, a successful save reduces the damage by half.

    Combustion (Ex): Fire Fiends may cause 2d6 fire damage with a successful touch attack, or as additional damage with their claw attacks. This might ignite flammable objects (such as paper, cloth, wood and including such items as arrow and javelin shafts). Unattended flammable objects within 20 feet of the fire fiend automatically take 1d8 points of fire damage each round. Attended objects that burn ( such as a held scroll and warn apparel) must make a successful refelx save (DC 14) each round or take similar damage.

    Fire Aura (Su): Fire fiends are continually surrounded by a fierce heat that serves as a shield dealing 6 points of fire damage to any creature that strikes the fire fiend in melee. This damage ignores fire resistance but not fire immunity.


    Spells (Sp): A Fire Fiend cast cast spells as a 5th level cleric as spell-like abilities but only from the Evil and Fire Domains.


    Fire Subtype (Ex): A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    Last edited by ngilop; 2014-01-30 at 08:21 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Fire Fiend, a new demon.

    Just looking to see if i did an allright job with this guy.

  3. - Top - End - #3
    Pixie in the Playground
     
    Planetar

    Join Date
    May 2010

    Default Re: Fire Fiend, a new demon.

    Definitely seems a little too glass cannon. With such low hitpoints, I'd definitely have them produce some effect on death, a burst of flame which deals a significant amount of damage. I'd also reduce the range of their Flame Burst by AT LEAST 100 feet, while also reducing the damage to 4d10 (it IS a swift action, after all). However, you could increase the DC by a couple points, to maybe 16 or 17 (have it based off of a stat, Con or Cha, so that they can scale up).

  4. - Top - End - #4
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Fire Fiend, a new demon.

    I'm just gonna clean up the stat block a little and do some light proofreading and editing.

    Your numbers look pretty good. It's a good solid theme but you've definitely let in some power creep.

    Spell-like and Supernatural abilities rarely should be swift actions, they should probably be standard actions. Usually Supernatural Abilities are Charisma-based. You need to note which ability your saves are keyed from.

    Unless your spell-like ability references a spell, it should be a Supernatural ability. You should stay within the rules of the spell if it is a Spell-like ability until you have a better sense of balance. The spell as the basis for Flame Burst seems to be fireburst from Complete Arcane. Anything non-core (i.e. anything not in the DMG, PH, MM) should be cited.

    The DC for spell-like abilities is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier.

    Fireburst is a 2nd level spell so the DC is 10 +2 + 0 or DC 12 and it does 1d8 points of damage per level. Since this critter casts at level 5, damage should be 5d8.

    The abilities of this creature are far exceeding its hit points, making this a bit of glass cannon. It can deal damage but can't take it. I recommend dropping CR by 1.

    Fire Fiend
    Small Outsider (Evil, Fire)
    Hit Dice: 7d8+14 (45 hp)
    Initiative: +7 (+3 Dex, +4 Improved Initiative)
    Speed: 30 ft., fly 40 ft. (good)
    Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
    Base Attack/Grapple: +7/+4
    Attack: Claw +9 melee (1d4+1 plus 2d6 fire and combustion)
    Full Attack: 2 claws +9 melee (1d4+1 plus 2d6 fire and combustion)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Flame Burst, Combustion, Spells
    Special Qualities: DR 5/magic, Fast Healing 2, Fire Aura (6)
    Saves: Fort +7, Ref +8, Will +3
    Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 7, Cha 11
    Skills: Balance +8, Intimidate +10, Knowledge (Local)+10, Knowledge (The Arcane) +10 Listen +8, Sense Motive +8, Spot +8, Tumble +8
    Feats: Combat Reflexes, Flyby Attack, Improved Initiative
    Environment: Any Evil Lower Planes and Plane of Fire
    Organization: Solitary, Gang (3-5) or Band (4-13)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: (8-10 HD) Small, (11-12 HD) Medium
    Level Adjustment:

    Flame Burst (Sp): Once per round as a standard action, a fire fiend may cause a burst of flame to appear in a 5-foot radius up to 200 feet away similar to a fireburst spell. Any creature in this area must make a Reflex save (DC 12) or take 5d8 points of fire damage. A successful save halves the damage. The save is Charisma-based.

    Combustion (Ex): Fire Fiends cause 2d6 points of fire damage with a successful touch attack, or as additional damage with their claw attacks. This ignites flammable objects (such as paper, cloth, wood and including such items as arrow and javelin shafts). Unattended flammable objects within 20 feet of the fire fiend automatically take 1d8 points of fire damage each round. Attended objects that burn (such as a held scroll and worn apparel) must make a successful Reflex save (DC 14) each round or take similar damage. The save is Strength-based.

    Fire Aura (Su): Fire fiends are continually surrounded by a fierce heat that serves as a shield dealing 6 points of fire damage to any creature that strikes the fire fiend in melee. This damage ignores fire resistance but not fire immunity.

    Spells (Sp): A Fire Fiend cast cast spells as a 5th level cleric as spell-like abilities but only from the Evil and Fire Domains.

    Fire Subtype (Ex): A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

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