Tuesday, June 7, 2022

Non-Dark Sun Creatures in Dark Sun - Firenewt

 There are many creatures from the various monstrous manuals that have been officially added to Dark Sun. I added some unofficially for my game and I'm sure a lot of other DMs do the same.
There is no inherent problem with this, although the flavor text often doesn't fit with the Dark Sun setting. My goal is to list the various monsters that "don't fit" and rewrite their flavor text to make them fit.
I often add a new Athasian variant as well.
I have heavily altered the firenewt, as it is not an official creature present in the Dark Sun setting.
Firenewt



Firenewt
Firenewt, Psionic
Firenewt, Cleric
Climate/Terrain Hot or volcanic regions Hot or volcanic regions Hot or volcanic regions
Frequency Rare
Very Rare
Very Rare
Organization Tribal
Tribal
Tribal
Activity Cycle Day
Day
Day
Diet Carnivore
Carnivore
Carnivore
Intelligence Low (5-7) Very (11-12) Average (8-10)
Treasure J, K (F) K, M, 1 random gem
K, M, 1 random potion fruit
Alignment Neutral Evil
Neutral Evil
Neutral Evil
No. Appearing 10-100
1-10
1-3
Armor Class 5 5 5
Movement9 9 9
Hit Dice 2+2
4+4
3+3
THAC0 19 19 20
No. of Attacks 1 1 1
Damage/Attack 1d4 or By Weapon1d4 or By Weapon1d4 or By weapon
Special Attacks Breath WeaponBreath Weapon, PsionicsBreath Weapon, Spells
Special Defenses Immune to Damage from Heat and FireImmune to Damage from Heat and FireImmune to Damage from Heat and Fire
Magic Resistance Nil Nil Nil
Size M (5'1/2" - 6' Tall) M (5'1/2" - 6' Tall) M (5'1/2" - 6' Tall)
Morale Steady (11-12) Elite (13-14) Elite (13-14)
XP Value 175
Elite: 270
Overload: 420
975 420

Firenewt
The Firenewt, or more correctly called magmanewts, are cruel, intelligent, bipedal lizards. The firenewt’s dry skin is a mottled carmine color, darkest along the spine and fading to near-white on the belly. The eyes are deep crimson. Females are slightly shorter (5½’ tall). The young are lighter red but darken as they mature.
They speak their own dialect. Elites, Overloards, Psionicists, and Clerics may speak the language of the closest city-state or elven
Firenewts are native to the Paraelemental Plane of Magma and are encountered there much more frequently, than on Athas. They have no relation to the extinct lizardmen of Athas.

Combat
Firenewt warriors (the most common variety) have hard scales and carry a chitin shield. They are normally armed with stone-tipped spears (50%), obsidian wrist razors (25%), or stone carrikals (25%). For every ten warriors encountered, there is one elite warrior with 3+3 Hit Dice and Armor Class 3 (scales and shield plus Dexterity bonus). Elite warriors carry stone carrikals.
For every 30 warriors encountered, there is a magma cleric with 3+3 HD, AC 5, and the following spells, usable once each day: Bless, Cure Light Wounds, Elemental Bonding, Hold Person, and Spiritual Weapon. Priests carry stone-headed maces.
All firenewts have a limited breath weapon. Once every 10 rounds (1 turn), they can spit magma on a foe directly in front of them. This spit has a 5-foot range and inflicts 1d6 points of damage on the first round, 1d4 points damage on the second round, and only 1 point of damage on the third round; a successful saving throw vs. breath weapon reduces the initial damage by half and negates the damage in the following rounds. A firenewt is immune to fire and magma-based attacks. Conversely, a firenewt saves with a -3 penalty against cold and water-based attacks; and all cold damage is doubled.
Firenewt marauders ride giant striders and attack settlements within half a days ride of a volcano, or other immensely hot location.
If firenewts encounter a magma cleric and can identify them as such, they will not attack them, unless they are attacked first. This protection does not extend to a magma cleric's companions, however. Also, if a firenewt can identify a cleric of any other element, they will be attacked first.

Habitat/Society
Firenewts live in a cruel, martial society dominated by magma clerics. Firenewts encountered outside their lair are members of a hunting or marauding party. They delight in torturing captives and roasting them alive.
On the Paraelemental Plan of Magma, firenewts live much as they do on Athas. They eagerly fight the forces of fire and earth. Occasionally, firenewt legions are loaned to the Sun lords for use in their armies as well.
Firenewts are carnivorous. They eat anything they can hunt down and will even devour their own dead. They find humanoids a delicacy.
The lair is ruled by a fiirenewt overlord (4+4 HD, AC 3) and his retinue of four elite warriors. The overlord controls the firenewts’ treasure. Although a firenewts treasure is measured in coins, they are more likely to collect weapons, tools, gems, and other goods of an equal value.
A firenewt lair contains, in addition to the adult males and females, young (at 150% of the adults), and eggs (at 200%). The eggs are hidden in a secret, well-guarded hatching ground. The hatching ground is under the control of one or two magma clerics and guarded by 1d3 frilled flame lizards or giant striders.
Firenewt females lay two to six eggs twice each year. The clerics take the eggs to the hatching ground and they will hatch in six months. The young are assigned to groups of ten that are each raised and taught by two females. Each young firenewt is assigned to an adult, who serves as mentor.
Firenewts become adults at twelve years of age. Before that time, they fight as 1 hd creatures with no breath weapon.

Ecology
The firenewts are vicious marauders that rule the inhospitable regions of volcanoes and unendurable heat. They are hostile toward all outsiders, except magma clerics. They commonly clash with nomadic elven tribes. They rarely ally themselves with any, but the most powerful of evil beings.
Firenewts are inedible, but leather armor made from their skin grants a +1 saving throw against fire and magma based attacks. Two adult firenewts provide enough workable skin for one man-sized leather breastplate. A full suit of leather armor would require the skin of four firenewts. If any firenewt sees an individual wearing the skin of their kind, their moral increases to Fanatic (17-18) and they will attack that character first.

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