- Heat (Ex): In addition to the damage from their attacks, ignan creatures deal additional fire damage with their natural weapons (including claw, bite, slam, or tail attacks). The amount of damage depends o the Hit Die total of the creature (see the table below).
- Burn (Ex): Those hit by the natural weapons of an ignan creature must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (see Catching Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is equal to 7 + the ignan creature's Hit Die total.
Hit Dice | Damage Reduction |
Fire Damage
|
1 - 3
|
-
|
-
|
4 - 7
|
-
|
1d4
|
8 - 11
|
5/+1
|
1d6
|
12+
|
10/+1
|
2d6
|
- Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.
- Darkvision with a range of 60 feet.
- Damage reduction (see the table to the right).
- Fire Subtype (Ex): Fire immunity, double damage from cold except on successful save.
Abilities: Same as the base creature.
Skills: Same as the base creature. If the ignan creature has an Intelligence of 4 or greater, it speaks Ignan.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):
Hit Dice | CR |
Up to 3
| Same as base creature |
3 to 7
| Base creature +1 |
8+
| Base creature +2 |
Alignment: Usually neutral.
Advancement: Same as the base creature.
Home Three Worlds Monsters
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