Firenewts

Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area.

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Firenewt Warlock of Imix

Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest.

Environment

(FIXME)

Token

Firenewt Warlock of Imix

Medium Elemental, Typically Neutral Evil


  • Armor Class 10 (13 with mage armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 9 (-1) 11 (+0) 14 (+2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities fire
  • Condition Immunities
  • Skills
  • Senses darkvision 120 ft.,passive Perception 10
  • Languages Draconic,Ignan
  • Challenge 1

Amphibious. The firenewt can breathe air and water.

Devil's Sight. Magical darkness doesn't impede the firenewt's darkvision.

Imix's Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions

Multiattack. The firenewt makes three Morningstar or Fire Ray attacks.

Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Fire Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d6 + 2) fire damage.

Spellcasting. The firenewt casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

  • At will: guidance, light, mage armor, mage hand, prestidigitation

Firenewt Warrior

A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts.

Environment

(FIXME)

Token

Firenewt Warrior

Medium Elemental, Typically Neutral


  • Armor Class 13 (shield)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 7 (-2) 11 (+0) 8 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities fire
  • Condition Immunities
  • Skills
  • Senses passive Perception 10
  • Languages Draconic,Ignan
  • Challenge 1/2

Amphibious. The firenewt can breathe air and water.

Actions

Multiattack. The firenewt makes two Scimitar attacks.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.