Fire Lizard

monstrosity · CR 2 · from Thom's Monsters Netbook
Fire Lizard
StatisticValue
Frequencycommon in home environ
# Appear3-12
%in Lair30%
Treasure Typesee Note 2
AlignmentNeutral
Climate/Terrainborder realm of fire, see Note 1
HD1d8
SizeS (foot long)
AC4
Magic Resistancestandard
No. Attacks1 (bite or flame jet)
Bite Damaged2
Flame Jetd10 + 1 per round for 3 rounds unless put out
Move12" scurrying
Special Defensesimmune to fire damage
Special Attacksflame jet (see above)

Description

This is just a little tidbit, primarily intended for some mid-level games (I noticed that there are lots of high level, and quite a few low level, but not much mid-level monsters).

Fire lizards are foot long lizards with bright, hot orange or red scales and marble-like black eyes. They are of animal intelligence, and social animals (hunt in packs).

They like gems, and carry one in their mouths at all times. This gem should be determined randomly, but is always a stone (as in, not a pearl).

They live in almost all border regions between Fire and Prime Material, though how they get into that many is unknown (ie. - up to the DM). It is known that they are the ones most likely to travel through the flames into another world (like the Prime Material), so occasional connections between one border region and another may explain it.

They are capable of shooting a flame jet from their mouth once every third combat round (1 every 3 minutes), and are exceedingly hot to the touch (holding one does 1 point of damage per round).

Notes

Note 1: in isolated pockets of the Plane of Elemental Fire, there are connections to a border realm between Fire and Prime Material. These pockets are small (about the size of a large island, or small continent) and fiery. These pockets are also connected to the Prime Material plane in small areas. The least heated regions connect to Prime Material, the most heated regions to Fire - whereas in each realm it is the opposite. The most heated regions of Prime Material (such as a bonfire) are connected to the border realm, and the least heated of Fire is the same.

Since these regions of 'hot' and 'cool' are generally temporary, the exact location that the border realm and the Prime Material or Fire are connected is variable. Basically, there is a 1% chance that any given fire source on the Prime Material is connected to a border realm (about a 20% chance where adventurers are concerned ;). In addition, even if there is a connection, it is extremely unlikely that anything will come out of it - fire lizards are simply the most common known such occurence, and they've been seen so rarely that there aren't really any myths about them (except maybe, 'don't stare into the fire too long, or demons will come for you..').

It is also extremely plausible to extend my idea here and have border Earth, Water, and Air.

Note 2: The treasure of a fire lizard after it steps trough the flame is not likely to be much, as it won't carry more than its gem, but past the flame it may have treasures unknown. What is beyond the flame, if the DM decides to allow the players to pass through somehow (Rings of Fire Resistance or something), is up to the DM: all the fire border regions tend to be fairly different. Only fire lizards are known to be common to all of them.

Note 3: if encountered in their home plane (the Fire border regions), then the No. Appearing changes to 4-40.

Also in this section of the source

Golems

For golems, since I had several ideas, I changed the format slightly. I also worked with them on the assumption that they were essentially an animated construct, and that the primary difference was the materials used, ie. - a wood golem and iron golem are not entirely separate creatures!

StatisticValue
Frequencyplanned
# Appearby DM sadism
% in Lair?
Treasure Typedepends on the person who created it
AlignmentNeutral
Climate/TerrainNA
HDbase 10 hit points
Sizevar. (see Note 1)
ACby material
Magic Resistanceonly spells of certain type will harm a particular golem
No. Attackssee below (humanoid attacks)
Punch Damagebase d10
Movebase 2"
Special Defensesnormal weapons do not harm golems, see below
Special Attackssee below
Ceramic Golem

A ceramic golem is an incredibly difficult creature to construct, but once created, one of the most durable of golems, and useful. Basically, a ceramic golem is constructed in stages of molds and finally the baking of the hollow clay form. The precise costs are up to individual DMs, but it should be EXPENSIVE, even compared to other golems!

HDACAttacksPunchMove
X 6AC of 42 attacks per roundX 3X 4

Of all the golems, ceramic golems are the most spell resistant, being affected only by those spells of temporal nature (Time stop, for example), which have only half effect. Time Stop and Temporal Stasis slow the golem by 50%. Any fire-based attacks heal the golem by 1/2 the spell's normal damage. Also, only weapons of +2 or better can damage them. A ceramic golem can cast one fourth level spell a day, OR two third level spells a day. These spells must be cast into the golem at its creation.

Ceramic golems are usually works of art, and may be hidden as statues by being plated with gold or silver foil, giving both the impression of wealth, and serving to protect the home.

A second type of ceramic golem, constructed in the same manner, but with a few additional spells (Fire Wall, most likely), is also possible. This golem is as hot as the forges that originally made it, and moves faster than normal ceramic golems.

AttacksPunchMove
3 attacks per roundX 5 (2d10 is heat damage)X 6

This type of golem is healed by the full amount of hp amage done by fire based attacks, but is otherwise exactly the same as a normal ceramic golem. It can cast one fourth level or lower spell three times a day, but this spell must be a fire based spell, and must be cast into the golem at its creation.

This kind of golem cannot be plated in any kind of soft metal.

Marble Golem

A marble golem is expensive, but very powerful once sculpted. It is made in the same manner as a normal stone golem, but must be constructed of fine marble, and is generally sculpted by a master.

HDACAttacksPunchMove
X 8AC of 51 attacks per roundX 2X 3

A marble golem is affected by the same spells as a normal stone golem, but is only affected by weapons of +3 or greater enchantment. A marble golem can cast one 3rd level spell on a single opponent every other melee round. This spell is determined when the golem is made, and must be cast into the golem at that time. The third level spells that can be chosen from are: Flame Arrow, Gust of Wind, Haste, Hold Person, Slow.

The most common example of this type of golem might be the carytids of ancient Greece (the female pillars).

Rope Golem

A rope golem is extremely cheap, and you get what you pay for. It consists of animated rope in a roughly humanoid shape, corded for greater strength and shape.

HDACAttacksPunchMove
X 3AC of 71 attack per roundd4X 3

A rope golem is affect by fire spells, and is slowed 50% by Rope Trick. It can be damaged by any weapons of +1 or better quality. It can cast Rope Trick once an hour, and can ensnare one opponent every third melee round. When ensnared, treat the target as if they were in a web spell, except that only 1' of distance must be broken through.

Note that I thought this one up after two and a half days without sleep. It is in no way guarunteed to be a good idea :).

Silver Golem

A silver golem is extremely expensive, and is more for show offs than for any real defense. The silver must be pure, and is difficult to cast.

HDACAttacksPunchMove
X 4AC of 62 attacks per roundX 2X 6

A silver golem is slowed by 50% by electrical attacks, but can only be damaged by +1 or better weapons. A silver golem can cast one second level spell per day. As with the others, this spell must be cast into the golem at its creation.

A silver golem can be battered by siege equipment or the like, and each point of structural damage does 8 hp of damage to the golem.

Golem Notes

Note 1: Golems in the game I ran oh so recently (not) were variable in size and shape. If you choose not to do this, simply put ceramic and silver golems at human size, and marble golems at 9 1/2' tall. If you do have variable sizes however, then the following chart should be used to modify the results for the golem. Also, DMs should arrange for differences in cost, difficulty, etc. (Final note - these modifiers for golem size can be applied to previously existing golems!)

SizeHDACPunchMove
Teeny (mouse sized or smaller - note that this is just about as useless as a golem can get)X 1/12-4X 1/8X 1/12
Tiny (cat size and smaller)X 1/8-2X 1/4X 1/4
Small (halfling sized)X 1/4+0X 1/2X 3/4
Medium (human sized)X 1+0X 1X 1
Large (9' to 12' tall)X 1.5+0X 1.5X 1
Huge (12'+ tall)X 2*X 2X 2

* for hard materials, -2 AC; soft materials, +1 AC

All 820 monsters in the Netbook Bestiary