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Firestar
Fine Aberration (Fire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: Fly 40 ft. (perfect)
AC: 31 (+8 size, +13 dex)
Attacks: Shock +15
Damage: Shock 2d6
Face/Reach: 1/2 ft. by 1/2 ft./0 ft.
Special Attacks:
Special Qualities: Spell immunity, lightning immunity, fire absorption, natural invisibility
Saves: Fort +1, Ref +14, Will +3
Abilities: Str -, Dex 37, Con 12, Int 14, Wis 15, Cha 14
Skills: Listen +15, Search +18, Spot +15
Feats: Alertness, Improved Initiative
Climate/Terrain: Temperate Forests and hills
Organization: Solitary or Pack (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Fine)
Firestars, also known as moondancers, are glowing beings that roam forests and hills and generally ignore travelers.
Firestars appear to be silent, floating, fist-sized motes of light. They are frequently mistaken for will-o' wisps or torches. They can consciously control their illumination level, from bright torchlight to total darkness. During a black out, they are effectively invisible. The light fails completely when a firestar dies.
The firestars' language consists of intricate patterns of flashing lights accompanied by fluctuations in their light level. They understand some humanoid gestures, movements, and languages.
Combat: A firestar never initiates combat. If attacked or threatened, a firestar defends itself with an electrical jolt similar to a miniature lightning bolt that inflicts 2d6 points of damage with no saving throw for half damage. These bolts have a range of 30 ft., are conducted through metal, and can be released five times per day. Using a bolt is a standard action.
Fire Absorption (Ex): A firestar can absorb energy from normal or magical flames; it gains as additional hit points the amount of damage the flames would have inflicted on another creature, up to four times the firestar's maximum hit points. For example, a 12 hit point firestar attacked by a fireball that would normally cause 18 points of damage would gain those 18 points as additional hit points, for a new total of 30 hit points. This continues per fire contact until the 12 hit point firestar has a total of 48 hit points. These added points are lost after 1d4+1 hours, leaving the firestar with its original maximum. Any further fire damage beyond four times the firestar's hit points is negated.
A firestar can drain energy from normal campfires at a rate of 2d6 hit points per round, or from torches at a rate of 1d6 hit points per round. It can extinguish a fire by absorbing all its energy, gaining 5d6 hit points in the process; in order to do this, the firestar must remain motionless and take no other actions. Firestars automatically attract sparks within 20 ft.; these are harmlessly absorbed, but may betray a blacked-out firestar's position.
Flaming weapons both injure and heal the firestar simultaneously.
Spell immunity (Ex): Firestars are immune to most spells. Detection and communication spells, magic missile, and cold-based spells have normal effects.
Habitat/Society: The firestar is normally found floating among hills or trees, dancing intricate patterns with its companions. It is a completely alien being that shows some curiosity toward its surroundings, but otherwise ignores animals and adventurers alike. It is attracted by artificial lights and magic. It investigates campfires and magical lights within two miles and magic used within 200 yards.
Most encounters occur when adventurers mistake them for torches or will-o' wisps. Adventurers may attack the peaceful firestars, which then defend themselves with their powers. Injured firestars may initiate an encounter by seeking out and draining an adventurer's campfire as means of healing themselves.
During the day, firestars rest. They land in high, inaccessable spots, retract their glowing herves, and spend the day absorbing the sun's light and heat. They may be mistaken for exotic or ornamented eggs; adventurers may accidently collect these with the idea of later reselling them. When night falls, a captive firestar reveals its true self and seeks to escape.
Firestars are intelligent but reclusive. They communicate only with creatures that employ telepathy and speak with animals spells. Firestars are also secretive about their lifespan and reproduction. It is suspected that firestars reproduce by budding.
Ecology: The firestar's body contains several organs that are useful as spell components or ingredients in magical concoctions. It contains a distinctive organ that can be used in a dancing lights spell. Any of its organs may be used to prepare magical inks for dancing lights and detect magic scrolls. These organs are worth 1-5 gp each.
Converter's Note: (Reference book: Forgotten Realms - The Sword of the Dales) Ok, I always liked and hated these critters. Used right you could cage these in a shield and have an immunity to most fire attacks as the star would absorb the damage. I hated them because they always followed me around and killed my fires. These are generally a toned down will-o' wisp, so I just knocked two points off the CR. Not much to say about these.
Reason for conversion: Campaign necessity
Posted by Neo987 on Saturday, July 05, 2003 (13:01:18) (2077 reads)
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