Fire Mote [Archive] - Wizards Community

Post/Author/DateTimePost
Haakon the Airlord

12-26-03, 02:20 PM
Got the idea yesterday.....

FIRE MOTE
Diminutive Elemental (Fire)
Hit Dice: 1d8
Initiative:+5
Speed: fly 5 ft.(perfect)
Armor Class: 19(+5 dodge, +4 size)
Base Attack/Grapple:+0/+0
Attack: none
Full Attack: none
Space/Reach: 5ft./0 ft.
Special Attacks:
Special Qualities: elemental traits, continual flame
Saves: Fort +2, Refl +6, Will -2
Abilities: Str --, Dex 20, Con 15, Int --, Wis 6, Cha 4
Skills: none
Feats: none
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 1/20
Treasure: none
Alignment: Always neutral
Advancement: 2-5 HD(Diminutive), 6-10 HD(Tiny), 11-15 HD(Small), 16-20 HD(Medium), 21-25 HD(Large), 26-30 HD(Huge), 31-35 HD(Gargantuan), 36-40 HD(Colossal)

Fire motes are strange, small creatures from the Elemental Plane of Fire. They look like a flames floating freely in the air.
COMBAT:
Continual Flame(Ex): A fire mote may attach itself to any surface, effectively becoming a continual flame of a a caster level equal to its HD. If it is dispelled while in this state it immediately returns to its mobile form.

PS: To all the DMs out there, please try to have one of this things use its continual flame ability on the weapon of a character.:mage:
sandskimmer

12-26-03, 11:09 PM
PS: To all the DMs out there, please try to have one of this things use its continual flame ability on the weapon of a character.
Pretty sneeky... :)
CinturonMickCyrus14

12-27-03, 01:57 AM
First off it needs to be able to do slam damage. Second off I don't think any larger than diminutive is necessary.
Also, here is a fun creature from Dragon, its not quite the same but it shares alot of the same aspects and I think it should be given a look:
Spark
Diminutive Fey (Fire)
Hit Dice: 1d6 (3)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft; fly 60ft. (perfect)
AC: 18 (+4 size, +3 Dex, +1 natural)
Attacks: +0 Slam
Damage: Slam 1d2-4 plus 1d3 fire
Face/Reach: 1ft. by 1ft./ 0ft.
Special Attacks: Spell-like abilities, heat
Special Qualities: Flame flit, SR 10
Saves: Fort +0, Ref +5, Will +2
Abilities: Str 4, Dex 16, Con 11, Int 13, Wis 10, Cha 12
Skills: Concentration +4, Hide +19*, Knowledge (architecture and engineering +5, Knowledge (local) +5, Move Silently +7*, Search +3, Sense Motive +4, Spot +4, Tumble +7
Feats: Dodge, Improved Initiative

Climate/Terrain: Any Land
Organization: Solitary, bonfire (3-6), or blaze (10-15)
Challenge Rating: 1
Treasure: none
Alignment: usually chaotic evil
Advancement: By character class

Sparks resemble extremely small humanoids with fiery skin.
Mean and remorseless arsonists, sparks enjoy setting fires and watching things burn. Large fires attract more sparks and heighten the blaze.
Unfortunatly for the sparks, they're rarely left to such simple pursuits because they're usually under the control of a more powerful fey.
A spark's ability to flit from flame to flame and remain hidden within it makes the creature a potentially ideal spy.
Their strong desire to set things on fire often overwhelms their fear of their masters. More than one house to which a spark was sent to spy had a lit fireplace suddenly flare up and start the hearthrug on fire.

Combat
Sparks enjoy hurting things and causing pain, but they don't like the prospect of getting hurt themselves. Fragile creatures, one solid hit in melee often kills them. Cowardly by nature, they flee if injured.
Spell-like abilities: At will-produce flame and pyrotechnics . Caster level 10; DC 11+ caster level.
Heat (Ex): A spark's red-hot body deals 1d3 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold (or is held).
Flame Flit (Su): A spark can travel between fires as if by means of a dimension door spell. In addition to the range limitations of the spell, the magical transport must begin and end in an area with at least some fire. Flame flit is a full-round action that does not provoke an attack of opportunity.
Fire Subtype (Ex): Immune to fire damage; takes double damage from cold unless a saving throw for half sdamage is allowed, in which case it takes half damage on a success and double damage on a failure.
Skills: *Sparks gain a +4 racial bonus to Hide and Move Silently checks when in flames larger than a torch.