The Firenewts

When Imix calls for the most loyal of his followers, the Firenewts beat all others to answering it first. Beyond devoted to the Lord of Fire, they burn paths into plains and forests between villages unlucky enough to attract a raiding party.

Firenewt Mudskipper

Mudskippers are the navigators of the firenewt raid parties. They scout ahead of a war band, chosing the best targets. They recommend to their superiors the best course of action based on the surrounding area and its resources, familiar with the exact needs and capabilities of the rest of the band. If prisoners escape, its the mudskipper's responsibility to track them down and bring them home so they can suffer the consequences.

Mud skippers typically avoid direct confrontation, prefering to sit back at a distance loosing arrows. Tracking victims, they hide in the natural environment, waiting for the best time to strike, or waiting to learn something interesting.

Firenewt Alchemist

The alchemists among the firenewts delve into their work eagerly. More intelligent than most other firenewts, they're seen as quirky and introverted, yet highly regarded for their craft. Firenewts regard highly the exploding fire bombs the alchemist's create, feeling a rush of Imix's power giving back what stamina they had already lost.

Lavanewt

Trailing behing the band, firenewt females will occasionaly risk the voyage in hopes of passing by a volcano. If they can submerge their young in the magma flows running down the sides before their too old, the firenewt mother may be able to bless her child with the status of lavanewt. Much stronger than the average firenewt, and able to spew lava without the need for sulfar paste, lavanewts are praised from childhood, pressed hard to train in combat skills, and expected to one day lead a band of their own. Cruely, the pressure usually gets to the lavanewt, and it begins to prefers solitude. The lavanewt typically lives away from the rest of the firenewts, prefering volcanic streams to the boiling mudpits and hot springs typical of the amphibians.

Firenewt Enflamed Commander

Adorned with blazing armor, foes immediately begin to regret engaging a firenewt warband with an enflamed commander leading the charge. Firenewt veterans with confidence in their abilities, enflamed commanders tear through enemy lines with their lances atop giant striders. The most prestigious commanders ride dire giant striders, wearing intricate gold-plated armor that casts light all around.


Firenewt Obsidian Relenter

There is hardly another material so valuable to a firenewt as obsidian. Firenewts believe it to be a material blessed by Imix himself, spewed forth by his volcanoes so that his devoted followers may utilize it. Though most firenewts wish to wield obsidian weapons, only a select few are chosen. These are the obsidian relenters.

Obsidian relenters are the epitomy of a what a firenewt desires to be. Relenters are resilient, hard to get to with attacks through their obsidian armor. No condition is too harsh, no injury too painful, no enemy too tough to slice through with their extraordinarily sharp obsidian blades. They refuse to give up, nearly rising from the dead to extinguish arrogant foes who considered them finished.

Firenewt Yeenoghu Heretic

Imix is the only Lord for the firenewts. At least, most firenewts would agree to this idea. Some, however, seek to satisfy their thirst for destruction through demonic means. Sacrificing prisoners of war to the demon lord Yeenoghu, they ask him to give them the power to consume all. On occassion, he obliges, warping them into amphibian-hyena monstrosities. These heretics are shunned by firenewt society, but may be called upon in time of war. Their ferocity is well-known. They're seen on the battlefield drenched in blood, with flesh in their jaws. They rake their victims with their demon-gifted claws, slashing and snapping at any moving creature near them.

Beyond being a frightful sight, they're frightful to hear when they release a scream. The Yeenoghu heretics attempt to howl in delight of a potential kill, but their amphibian throats twist the sound into an erie, hissing screech, more deeply disturbing than frightening. Timid firenewts and potential prey alike run at the sound of an excited heretic.

Firenewt Hell Evoker

More pyromaniac than devoted servant of Imix, these firenewts beg for the opportunity to wield powerful gouts of flame and command powerful fire elementals. With an immense amount of fire capability, evokers are known to raze towns before the band has had an opportunity to attack. Sporadic, they care about lighting wildfires than accomplishing the goals of the raiding party. Weak in stature, they rely on the threat of fire to keep enemies at bay.

Firenewt Flameguard

Flameguards regard their weapons, blades completely made from fire, as treasures. They obnoxiously show off their blades and their prowess with them, unprovoked. However, they do garner much attention for their abilities, and fill the niche as guards for higher ranking enflamed commanders, hell evokers, and beacons of Imix.

Firenewt Beacon of Imix

The beacon of Imix is the cornerstone upon which the firenewts' tactics are built. Gleaming weapons held to the sky in praise of their Fire Lord, they remind all firenewts around them of the blessings of Imix. Firenewts that see the beacon's light are imbued with a frightening ferocity, fighting well beyond their normal capabilities.

The shield of a beacon is the their true power, however. They're able to fend off most any attack using it. Enemies are surprised with the firenewt's ability to use the shield offensively, paying the price for underestimating the skill of their opponent.

Firenewt Touched

Warlocks of Imix tease lowly firenewt warriors about becoming "touched by the Fire Lord". However, once every few generations, one warrior takes it seriously, and achieves the status of 'touched'. The touched are unmatched by any other firenewt. However, they often do not assume too high of a leadership position. Instead, they rage across battlefields where gods wage war. Imix has blessed them with the flames of his very being - they share his personality and tendecy towards complete and utter destruction. They jealously kill everything around them, their only desire to be the one that maliciously destroyed every enemy. Swinging two red-hot battle axes, they dance between every enemy on the battlefield they can get to before anyone else has a chance to slay them.

Firenewt Mounts and Monsters

Firenewts believe are known to keep giant striders as mounts, as well as raise up and care for other creatures beneficial to their cause.

Dire Giant Strider

On occassion, a giant strider will hatch instead with a dire mutation. These striders are larger, stronger, more ferocious, and back a much meaner bite. Firenewts of noteworthiness take these dire striders as their mounts.

Hippo Pot'o'Steam

Its odd to see firenewts lead around what seems to be a reddish-pink hippopotomos. However, per the reason for their name, the hippos generate a vast amount of internal heat, expelling it as steam in a thick cloud all around them. It is for this reason the firenewts keep them. They acompany bands on long journeys to ensure the amphibians can remain moist and refreshed before every battle.

Cinderhobb

With an unsual reworking of a ritual where shadow and flesh are brought together to create a banderhobb, a knowledgeable spellcaster can swap shadow for fire. The result is a similar creature call the cinderhobb. Its rumored a green hag by the name Magdela the Croak Witch first attempted the creation in order to garner favor with Imix, creating a powerful ally for his armies of firenewts.

Red Frog Dragon

Similar to the cinderhobb, Magdela attempted a ritual meant to convert a green dragon into a frog dragon. Instead, due to its firey nature, the hag used a red dragon, creating a red frog dragon that would please Imix.

The red frog dragon radiates a massive amount of heat, tiring its prey to the point of collapse. It then swoops down upon it, using the adhesive goo on its foot to pickup the unlucky creature. If the creature doesn't seem to mind the heat, the dragon's strong tongue brings the target close enough to swallow whole, down the deep, broad gullet of the frog dragon.

Firenewts enjoy the heat radiating from a red frog dragon, and readily invite it to make its lair near them. They bring offerings to appease the dragon and keep it from leaving. On more than one occassion, a red frog dragon has eaten everything a firenewt community had to offer, leaving its lair for a new one near another fresh firenewt settlement. Even more common are the wars between firenewt factions, started in part to a settlement-hopping frog dragon.

Firenewt Allies

As evil elementals from the Plane of Fire, salamanders are all too happy to partake in the wars Imix wages. They find it relatively simple to fit in with firenewt war bands where they're regarded as honored guests and brethren. They find firenewts are a bit too firnedly with them, disregarding a salamander's personal space so as to feel the heat radiating from their bodies.

Salamander Hydra

Few beasts are as famed as the multi-headed hydra. Efreets, determined to boost their strength with these regenerative creatures, bind salamanders to them through rituals torturous to the salamanders they enslave. The result is a raging salamander hydra. 5 heads, all choking back flame with smoke pouring from the nostrils. The entire body of the hydra seems to be in one moment whole, and in another melted in flame. Capable of breathing fire, the efreet were satisfied with their creation, and set them on a course of destruction in the name of their lord, Imix.

Fire Cobra

When a fire snake fails to mature properly due to the unforgiving enslavement by efreets, it instead becomes a fire cobra. Fire cobras are quite simply a much stronger fire snake, utilized by the efreet as a disposable front line unit. Fire cobras are seen as failures to create more powerful and diversely capable salamanders, and are treated as such by other salamanders and creatures. A fire enters a frey with no regard for itself. Winning or dying - though it understands fully the difference of the two, it cares not which outcome comes to pass.

Salamander Freeforger

Where the fire cobra is a failure, the freeforger is a success. Gifted with immaculate smithing skill, even for a salamander, the freeforgers are vital to any efreet's war effort. Due to this, they're given their freedom in return for their service.

A freeforger is proud beyond anything else, and seeks the stage of the battlefield to showcase their latest and greatest creations. With an adept control over fire honed through the years of maticulous practice of smithing technique, they've gained the ability to innately create fires. This has been especially helpful for them to remain free - Efreet's looking to renege on their deals after wars are won are fairly common. Freeforgers create fires that they then have the ability to teleport to, allowing for the escape from an underserving efreet master.


Firenewt Mudskipper

Medium humanoid (firenewt), neutral evil


  • Armor Class 15 (hide armor)
  • Hit Points 27(5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Dex +5
  • Skills Perception +4, Stealth +5, Survival +4
  • Damage Immunities fire
  • Senses passive Perception 12
  • Languages Draconic, Ignan
  • Challenge 2 (450 XP)

Amphibious. The firenewt can breathe air and water.

Expert Tracker. The firenewt has advantage on all Wisdom (Survival) checks and Wisdom (Perception) checks used to track and find their target.

Environmentalist. The firenewt can take a Hide action with advantage as a bonus action in any natural environment, and does not suffer from the effects of difficult terrain.

Actions

Multiattack. The firenwt makes two attacks with its scimitar, or two attacks with its longbow.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Spit Fire (Recharge 5-6). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.


Firenewt Alchemist

Medium humanoid (firenewt), neutral evil


  • Armor Class 13 (studded leather)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 15 (+2) 12 (+1) 11 (+0)

  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages Draconic, Ignan
  • Challenge 2 (450 XP)

Amphibious. The firenewt can breathe air and water.

Actions

Alchemist's Fire (5/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is covered in flaming adhesive, and takes 7 (3d4) fire damage at the start of each of its turns. A creature can use an action to make a DC 12 Dexterity check to extinguish the flame.

Fire Bomb (1/day). The firenewt throws an ignited explosive at a point within 30 feet of itself. On first physical contact, the bomb explodes into a 15-foot-radius sphere centered on the point of contact. All creatures within the radius must make a DC 14 Dexterity saving throw, taking 14 (3d6) fire damage on a failed save, and half as much damage on a successful one. Any firenewt in the radius regains hit points equal to half that damage.

Spit Fire (Recharge 5-6). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.


Lavanewt

Medium humanoid (firenewt), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 12 (+1) 8 (-1) 11 (+0) 10 (+0)

  • Skills Stealth +3 (+5 in lava)
  • Damage Immunities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Vulnerabilities cold
  • Senses passive Perception 10
  • Languages Draconic, Ignan
  • Challenge 3 (450 XP)

Volcanic Amphibian. The lavanewt can breathe air, lava, and water.

Lava Camouflage. While in lava, the lavanewt is indistinguishable from the lava, and may make a Hide action as a bonus action, with an additional +2 added to the check.

Actions

Multiattack. The lavanewt makes two melee attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage, or 7 (1d8 + 3) piercing damage plus 3 (1d6) fire damage when used with two hands to make a melee attack.

Spew Lava (Recharge 5-6). The lavanewt spews forth a 15-foot line of lava. Each creature along the line must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.


Firenewt Enflamed Commander

Medium humanoid (firenewt), neutral evil


  • Armor Class 17 (scail mail, shield)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 13 (+1)

  • Damage Immunities fire, cold
  • Damage Reistances bludgeoning, piercing, or slashing from any nonmagical ranged attack
  • Senses passive Perception 11
  • Languages Draconic, Ignan
  • Challenge 3 (700 XP)

Amphibious. The firenewt can breathe air and water.

Enflamed Armor. Any armor the firenewt is wearing is engulfed in flames. Any damage the firenewt recieves from a nonmagical ranged attack is reduced by half. Any damage taken from a nonmagical melee attack is reduced by 5 damage. Cold damage does not affect the firenewt while it is wearing the armor.

Giant Strider Lancer. While the firenewt is riding a mount, it may charge the foe as a Dash action. The firenewt has advantage on any melee attack made with a lance during the charge.

Actions

Multiattack. The firenewt makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 14 (1d12 + 8) after charging with a Dash action while mounted.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 +1) piercing damage.

Spit Fire (Recharge 5-6). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.


Firenewt Obsidian Relenter

Medium humanoid (firenewt), neutral evil


  • Armor Class 20 (obsidian splint)
  • Hit Points 75 (10d8 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 15 (+2) 13 (+1) 12 (+1)

  • Saving Throws Str +5, Dex +5, Con +4
  • Skills Acrobatics +5, Athletics +5, Perception +3
  • Damage Immunities fire
  • Condition Immunities exhaustion
  • Senses passive Perception 11
  • Languages Draconic, Ignan
  • Challenge 5 (1,800 XP)

Amphibious. The firenewt can breathe air and water.

Blessed Armor. The obsidian armor the firenwet wears actas as splint mail, but allows the addition of the firenewt's Dexterity modifier to the firenewt's AC. Only a firenewt blessed as a relenter may benefit from the armor in this way, with any other creature losing the Dexterity bonus.

Watchful Sentry. The firenewt is cannot be taken by surprise, and has advantage on initiative rolls.

Unwilling To Die (3/day). If the firenewt's hit points reach 0, the firenewt instead is reduced to 1 hit point.

Strong Fortitude. The firenewt is immune to the effects of harsh weather conditions, and does not require the regular exposure to moist heat that other firenewts need.

Obsidian Blade. The firenewt wields a blade made from sharp obsidian resembling a katana. The blade deals an additional 3 (1d6) slashing damage on a successful hit, or an additional 10 (3d6) damage on a critical hit. The blade is considered magical.

Actions

Multiattack. The firenewt makes two attacks with its obsidian blade, or two attacks with its hand crossbow.

Obsidian Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, or 20 (5d6 + 3) slashing damage on a critical hit.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage


Firenewt Yeenoghu Heretic

Medium humanoid (firenewt), neutral evil


  • Armor Class 15 (hide armor)
  • Hit Points 88(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) -8 (-1) -9 (-1) 6 (-2)

  • Skills Perception +1, Stealth +5
  • Damage Immunity fire
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Abyssal, Draconic, Ignan
  • Challenge 5 (1,100 XP)

Amphibious. The firenewt can breathe air and water.

Shapeshifter. The firenewt can use its action to polymorph into a hell hound, or back into its true form. The firenewt uses the stat block of whichever form its in. Any equipment it is wearing or carrying isn't transformed. It changes back to its true form if it dies.

Imbued by Yeenoghu (1/Long Rest). The firenewt may use a bonus action to enter into a bloodthirsty rage. Until it dies or takes a long rest, it may use its Frenzy action as its action on its turn.

Heretical Shunning. The firenewt cannot benefit from any other firenewt's ability targeting it as a firenewt.

Actions

Multiattack. The firenewt makes three attacks: one with its bite and two attacks with its claws.

Frenzy (Raging Only). The firenewt may make one bite and one claw attack against any or each creature within 20 feet of where it started its turn.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Scream. The firenewt attempts a howl similar to that of a hyena, but it comes out as more of a raspy scream. Any creature within 100 feet that isn't deafened hears the howl, and must make a DC 14 Wisdom saving throw, becoming frightened on a failed save. A creature may attempt another saving throw at the end of each of its turns, ending the frightened effect on a successful save. A creature that saves against the howl's effect cannot be frightened by it again for 24 hours.


Firenewt Hell Evoker

Medium humanoid (firenewt), neutral evil


  • Armor Class 13 (studded leather)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 18 (+4) 15 (+2) 17 (+3)

  • Saving Throws Int +8
  • Damage Immunities fire
  • Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 12
  • Languages Draconic, Ignan
  • Challenge 7 (2,900 XP)

Amphibious. The firenewt breathes air and water.

Innate Spellcasting. The firenewt's innate spellcasting ability is Intelligence. It can innately cast the following spells (spell save DC 16, +8 to hit with spell attacks), requiring no material components:

At will: produce flame, hellish rebuke

1/day: heat metal

Spellcasting. The firenewt is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The firenewt has the following wizard spells prepared:

Cantrips (at will): control flames, create bonfire, fire bolt

1st level (4 slots): burning hands, *chromatic orb

2nd level (3 slots): flaming sphere, scorching ray

3rd level (3 slots): fireball, Melf's minute meteors

4th level (3 slots): *conjure minor elemental, elemental bane, fire shield, wall of fire

5th level (2 slots): *conjure elemental, immolation

*Fire attribute only

Imix Rite of Fire (1/day). When the firenewt inflicts fire damage on a target using one of its spells, the firenewt regains hit points equal to half the damage dealt.

Actions

Morningstar. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) piercing damage.


Firenewt Flameguard

Medium humanoid (firenewt), neutral evil


  • Armor Class 16 (scale mail)
  • Hit Points 59 (10d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 16 (+3)

  • Damage Immunities fire
  • Senses passive Perception 10
  • Languages Draconic, Ignan
  • Challenge 4 (1,100 XP)

Amphibious. The firenewt can breathe air and water.

Innate Spellcasting. The firenewt's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 13, +5 to hit with spell attacks), requiring no material components:

At will: *flame arrows, flame blade, searing smite

*Only affects equipment the firenewt is carrying.

Specialized. The firenewt does not need to maintain concentration for the spells it can innately cast. The firenewt uses its spellcasting ability when making attacks, instead of its Strength or Dexterity. In addition, the firenewt's spellcasting ability modifier is added to the damage roll when it hits the target with its flame blade. The firenewt wields two flame blades simultaneously.

Actions

Multiattack. The firenewt makes four attacks with its flame blade, or three attacks with its longbow.

Flame Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 13 (3d6+3) fire damage plus 4 (1d6) fire damage if the firenewt uses searing smite first.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 3 (1d6) fire damage if using a fire arrow created with flame arrows.


Firenewt Beacon of Imix

Medium humanoid (firenewt), neutral evil


  • Armor Class 18 (half plate, shield)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 16 (+3)

  • Saving Throws Str +6, Charisma +5
  • Skills Athletics +6, Perception +3, Persuasion +5
  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages Draconic, Ignan
  • Challenge 7 (2,900 XP)

Amphibious. The firenewt can breathe air and water.

Fire Absorption. Whenever the firenewt is subjected to fire damage, it takes no damage and regains hit points equal to half the fire damage dealt.

Weapon of Imix. Any weapon the firenewt is wielding does an additional 3 (1d6) fire damage on a successful hit.

Beacon of Imix. The firenewt's weapon gleams with a bright red flame. Any firenewt with a clear line of sight to the fire at the start of their turn gains an additional melee weapon attack as a bonus action for that turn.

Expert Shield-Bearer. The firenewt does not lose its shield's bonus to AC when wielding a two-handed weapon. The firenewt may use the shield as a weapon.

Battle Ready. Any creature that starts its turn unengaged with the firenewt has disadvantage on any attack rolls made against the it.



Actions

Multiattack. The firenewt makes three attacks: two with its warhammer and one with its shield.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) fire damage, or 9 damage (1d10 + 4) bludgeoning damage plus 3 (1d6) fire damage if the firenewt is wielding the warhammer with two hands.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) fire damage.

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

Reactions

Shield Push. After the firenewt takes damage from a melee attack from a Medium or smaller creature within 5 feet, the firenewt may make a shield bash attack against the creature. If the attack is successful, the creature is pushed 5 feet from the firenewt, and the firenewt is considered disengaged from the creature.


Firenewt Touched

medium humanoid, (firenewt), neutral evil


  • Armor Class 17 (breastplate, dual wielding)
  • Hit Points 142 (19d8 + 57)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1)

  • Saving Throws Str +8, Dex +5
  • Skills Athletics +8, Perception +5
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, frightened
  • Senses passive Perception 12
  • Languages Draconic, Ignan
  • Challenge 10 (5,900 XP)

Amphibious. The firenewt can breathe air and water.

Imix's Determination. The firenewt can never have disadvantage on an attack roll.

Imix's Fury (3/Day). The firenewt may reroll a missed attack roll. The firenewt has advantage on the reroll.

Imix's Jealousy. The firenewt may take its Kill Steal reaction as many times during a round as it wants.

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

Martial Prowess. The firenewt is proficient with dual wielding weapons.

Actions

Multiattack. The firenewt makes four attacks with its battle axe.

Red-Hot Battle Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) fire damage.

Reactions

Kill Steal. When a creature within 10 feet of the firenewt takes damage from another creature, the firenewt may make a melee attack against the creature.


Dire Giant Strider

Large Monstrosity, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 78 (12d6 + 34)
  • Speed 50ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 16 (+3) 4 (-3) 12 (+1) 6 (-2)

  • Damage Immunities Fire
  • Senses passive Perception 11
  • Languages ---
  • Challenge 4 (1,100 XP)

Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions

Multiattack. The giant strider makes two attacks: one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Fire Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreds around corners, and it ignites flammable objects in that area that aren't being worn or carried.


Hippo Pot'o'Steam

Large Monstrosity, neutral


  • Armor Class 11(natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Damage Immunities Fire
  • Senses blindsight 10 ft., passive Perception 11
  • Languages ---
  • Challenge 1 (200 XP)

Strong Lungs. The hippo can hold its breathe unde water for up to 3 hours without needing to resurface for air.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 3 (1d6) fire damage.

Steam Expulsion (Recharge 5-6). The hippo may excrete a thick fog of steam in a 30-foot-radius sphere centered on itself. Any creature in the area takes 10 (3d6) fire damage and is blinded for 1d4 rounds. Firenewts are unaffected by this blinding effect.



Cinderhobb

Large monstrosity, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 94 (9d10 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 11 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +8, Stealth +6
  • Damage Immunities fire
  • Condition Immunities charmed, frightened
  • Senses darkvision 120ft., passive Perception 12
  • Languages understands Common and the languages of its creator, but can't speak
  • Challenge 6 (2,300 XP)

Resonant Connection. If the cinderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the cinderhobb.

Fire Stealth. While in fire, the cinderhobb can take the Hide action as a bonus action.


Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the cinderhobb can't use its bite attack on another target.

Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage plus 1d6 fire damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the cinderhobb, which can use a bonus action to make a bite attack against the target.

Swallow. The cinderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple end. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the cinderhobb, and it takes 10 (3d6) fire damage at the start of each of the cinderhobb's turns. A creature reduced to 0 hit points in this way stops taking fire damage and becomes stable.

The cinderhobb can have only one creature swallowed at a time. While the cinderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the cinderhobb dies, it likewise regurgitates a swallowed creatures.

Fire Step. The cinderhobb magically teleports up to 30 feet to an unoccupied space with fire that it can see. Before or after teleporting, it can make a bite or tongue attack.



Red Frog Dragon

Huge dragon, neutral evil


  • Armor Class 19 (natural armor)
  • Hit Points 276 (19d12 + 152)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 13 (+1) 26 (+8) 10 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +7, Con +12
  • Skills Perception +7, Stealth +6
  • Damage Immunities poison, fire
  • Condition Immunities poisoned
  • Senses blindisght 60ft., darkvision 120ft., passive Perception 10
  • Languages Can understand Draconic and Ignan, but can't speak.
  • Challenge 18 (20,000 XP)

Amphibious. The dragon can breathe both air and water.

Standing Leap. The dragon's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Radiative Heat. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion. A creature can repeat the saving throw at the end of each of its turns, removing one level of exhaustion from itself on a success. On a failed repeated roll, the creature takes another level of exhaustion. If the creature succeeds at least once at the end of one of its turns, it cannot gain any more levels of exhaustion due to the dragon's Radiative Heat, and becomes immune to it for the next 24 hours. A creature may continue rolling saving throws until it has no levels of exhaustion that resulted from this ability. Levels of exhaustion obtained due to other effects cannot be removed with the saving throw.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can make three attacks: one with its tongue and two with its feet.

Tongue. The dragon targets one medium or smaller creature that it can see within 30 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the dragon, and the dragon can make a bite attack against it as a bonus action.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 8) piercing damage, and the target is swallowed if if it is a medium or smaller creature. A swallowed creature is blinded and restrained, and has total cover against attacks and other effects outside the dragon, and takes 14 (4d6) fire damage at the start of each of the dragon's turns.

The dragon's gullet can hold up to three creatures at a time. If the dragon takes 25 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of whichfalls prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Sticky Foot. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 8) bludgeoning damage and the target must make a DC 19 Constitution saving throw to avoid becoming stuck. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A stuck creature is restrained until it makes a successful saving throw or the dragon ends the condition.

Belch (Recharge 5-6). The dragon belches fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendry actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Sticky Foot Attack. The dragon makes a Sticky Foot attack.

Slam Attack (Costs 2 actions). The dragon takes a standing leap action. Every creature within 15 feet of where it lands must succeed on a DC 19 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.



Salamander Hydra

Huge monstrosity, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 229 (17d12 + 119)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 25 (+7) 4 (-4) 10 (+0) 9 (-1)

  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 13 (10,000 XP)

Heated Body. A creature that touches the hydra or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscience.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since last turn, unless it has taken cold damage since last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. Each head of the hydra makes either a bite or fire breath attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6)

Fire Breath (Recharge 5-6). The hydra exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one. Each head must recharge seperately.


Fire Cobra

Large elemental, neutral evil


  • Armor Class 17
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 4 (1,100 XP)

Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Actions

Multiattack. The cobra makes three attacks: one wit hits bite and two with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, the cobra can automatically hit the target with its tail, and the cobra can't make tail attacks against other targets.


Salamander Freeforger

Large elemental, neutral evil


  • Armor Class 18 (plate)
  • Hit Points 119 (14d10 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Str +8, Cha +5
  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 7 (2,900 XP)

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal weapon the salamander wields deals an extra 7 (2d6) fire damage on a hit (included in the attack).

innate Spellcasting. The firenewt's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 13), requiring no material components:

At will: create bonfire

Expert Smith. The salamander can craft any nonmagical metal armor or weapon for half the cost in 3 days.

Free Will. The salamander has advantage on any Charisma saving throw.

Actions

Multiattack. The salamander makes three attacks: two with its flail and one with its tail.

Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

Fire Walk. The firenewt may teleport to any fire within 60 feet that has an area of at least 5 feet by 5 feet. It may then make an attack with its flail against a creature within 5 fee of it.

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