Plains of Sedia D20

Fire Creatures

Fire Creatures#

One element of Magical Creatures: 13 creatures, levels 1 to 39. Reading a magical creature says what a card shows.

Fed by fire#

The deserts, the badlands and the volcanic ground of Moria.

Scarab

Level 1 · Tiny · weak · fights as a scout

Health 12 · AC 13 · Bite 1d4 · Group 2-8 · XP x1

Scarabs are beetles nearly a foot long that burrow into the hides of large beasts and live there like ticks. They ride the big animals of the Sands of Bone, and they'll drop onto anything large that lies down for the night, a sleeping traveler included. Shake out your bedroll before you get into it.

Power in fire 2 and earth 1; resists fire and earth.

Met in DumasqueMoriaJewall

Imp

Level 3 · Tiny · weak · fights as a pickpocket

Health 14 · AC 12 · Bite 1d4 · Group 2-6 · XP x1

Imps look like goblins starved thin, under a foot tall, with wings that can manage a glide off a high place and not much more. They nest in the cracks of the badlands around Dumasque and the Molten Flats, and they steal anything small enough to carry off, buckles included. Count your purse after one has been near.

Power in fire 2 and air 1; resists fire.

Met in DumasqueMoriaJewall

Cerastes

Level 4 · Small · regular · fights as a monk

Health 26 · AC 14 · Bite 1d6 · Group 1-2 · XP x1.2

A cerastes is a serpent-like imp with small ram's horns. It buries itself in the Sands of Bone with only the horns showing, and when an animal comes to nose at them, it strikes. Watch where you step in the dunes.

Power in fire 2 and earth 1; resists fire.

Met in DumasqueMoriaJewall

Magmin

Level 4 · Small · regular · fights as a headhunter

Health 26 · AC 12 · Bite 1d6 · Group 2-6 · XP x1.3

Magmins are small, nasty fire elementals shaped roughly like goblins, with molten cracks where the skin should be. They swarm out of the vents of the Molten Flats and the Fire Forge Chasm in Jewall and set fire to whatever they grab hold of. Douse them and they sputter; leave them be and they'll chase you a long way for something with such short legs.

Power in fire 3 and earth 1; immune to fire; weak to water.

Met in DumasqueMoriaJewall

Amphithere

Level 5 · Medium · regular · fights as a minstrel

Health 35 · AC 12 · Bite 1d6 · Group 1-2 · XP x1.2

The amphithere is a winged serpent with feathers instead of scales, and it kills by coiling or with its burning breath. Its stare is said to hold anyone who meets it, so look at the ground. For all the fear it puts into people it is a poor fighter and would rather be left alone in the hot badlands of Moria and Dumasque.

Power in fire 2 and air 1; resists fire; weak to earth.

Met in DumasqueMoriaJewall

Alphyn

Level 8 · Medium · regular · fights as an elementalist

Health 45 · AC 13 · Bite 1d8 · Group 1-3 · XP x1.5

The alphyn is a wolf out of the heraldry books, with a dragon's scaled belly and forelegs, a long knotted tail and big pointed ears. It can't fly, but it can breathe fire, and it hunts the badlands of Moria in small packs.

Power in fire 3 and earth 1; resists fire; weak to water.

Met in DumasqueMoriaJewall

Azer

Level 8 · Medium · regular · fights as a headhunter

Health 45 · AC 15 · Bite 1d8 · Group 2-5 · XP x1.5

Azers are dwarf-like beings of living fire, with bronze skin and beards that burn. They work hot metal with their bare hands out on the Molten Flats of Moria and down in the Fire Forge Chasm, and they treat anyone near their forges as a thief until proven otherwise.

Power in fire 3 and earth 1; immune to fire; weak to water.

Met in DumasqueMoriaJewall

Tireless Dromedary

Level 8 · Medium · regular · fights as a hermit

Health 45 · AC 12 · Bite 1d6 · Group 1-3 · XP x1

The tireless dromedary is a magical camel that never wears out, and riders in the Sands of Bone would trade almost anything for one. It can't be broken, but now and then one decides to walk with a Dumasque caravan and stays as loyal as a friend until the day it leaves. They are few, and gentle with anyone who treats them well.

Power in fire 2 and earth 1; immune to fire; resists water; weak to air.

Met in DumasqueMoriaJewall

Phoenix

Level 12 · Medium · mini-boss · fights as an elementalist

Health 70 · AC 15 · Bite 1d10 · Group 1 · XP x3

The phoenix is a sacred firebird with red and gold plumage, burning so hot inside that it can only live where the ground is on fire too. It nests on Mt. Kyros and hunts over the Molten Flats of Moria, diving on anything that moves. Every five hundred years or so it builds a nest of cinnamon twigs, sets it alight and burns down to ashes, and a young phoenix climbs out of them. A single feather fetches a fortune, if you can carry it without catching fire.

Power in fire 5 and spirit 2; immune to fire; resists air and spirit; weak to water.

Met in DumasqueMoriaJewall

Chimaera

Level 23 · Large · mini-boss · fights as a page

Health 95 · AC 16 · Bite 1d10 · Group 1 · XP x3

A chimaera is part lion, part goat and part snake, and it breathes fire. After dragons they are the most common guardians of old portals, and every chimaera is female and dragon-bred, so as the dragons dwindled, so did they. The ones left guard ruins in the badlands of Moria.

Power in fire 3, earth 1 and spirit 1; resists fire.

Met in DumasqueMoriaJewall

Manticore

Level 23 · Large · mini-boss · fights as a monk

Health 95 · AC 15 · Bite 1d10 · Group 1 · XP x2.5

With a man's face, a lion's body and a scorpion's sting on its tail, the manticore is hard to mistake for anything else. It hunts alone along the caravan routes through the Sands of Bone and the badlands around Dumasque, and its favorite prey is travelers, which it swallows whole the way a snake does. The teeth are only for fighting back, which is cold comfort when you're the one it's fighting.

Power in fire 3 and spirit 1; resists fire and spirit.

Met in DumasqueMoriaJewall

Ifrit

Level 24 · Large · mini-boss · fights as an elementalist

Health 100 · AC 15 · Bite 1d10 · Group 1 · XP x2.5

Ifrits are giants of living fire, seven or eight feet tall. Archmages call them up to guard portals, and a few myrmidons have managed to summon one in the middle of a battle, which ends that battle one way or another. The ones whose summoners died wander the Molten Flats and the hotter corners of the Sands of Bone. Water hurts them; very little else does.

Power in fire 5; immune to fire; weak to water.

Met in DumasqueMoriaJewall

Balrog

Level 39 · Huge · boss · fights as a gravedigger

Health 160 · AC 18 · Bite 1d20 · Group 1 · XP x4

Balrogs are giants fifteen feet tall or more, wrapped in fire or in darkness as they choose, and they fight with whips. Narsis has used them to drive the front ranks of its armies, and the songs say only a dragon or a wyrm is as dangerous. One still turns up now and then on the Molten Flats. Run.

Power in fire 5, spirit 4, earth 2, water 1 and air 1; immune to fire and spirit; resists air and earth.

Met in DumasqueMoriaJewall