Thread: New Monsters
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Old 07-17-2018, 12:35 AM   #38
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Flame Fiends

Permission is given to Steve Jackson to use this material, in exchange for acknowledging my work.

Flame Fiends in TFT ...... (C) 2018 By Richard Smith ..... Version 1.1.0

Flame Fiends are thought to be weak demons. They look like a giant skeleton with a misshapen, elongated head with huge jaws. They have forward projecting sharp horns. This skeleton is always burning fiercely with magic orange flames, with yellow and blue flames bursting out from time to time. They have been known to be 1.5, 3 and 5 hex figures, tho the smaller version is the most common.

Flame Fiend: 1.5 hex figure. ... (Use a 1 hex counter like gargoyles.)
ST 15 to 22
DX 12 ..................... Claws: 1d+1 (cutting and burning damage)
IQ 7 to 9 ................ Head butt: 1d+3 (sharp piercing damage.)
RV around 3

MA 14 ..................... Armour: –2 hits per attack (magic).


Flame Fiend: 3 hex figure ... (They have 6 fronts, 2 sides and 1 rear.)
ST 35 to 42
DX 13 ..................... Claws: 2d+1 (cutting and burning damage)
IQ 10 to 12 ............. Head butt: 2d+5 (sharp piercing damage.)
RV around 4

MA 15 ..................... Armor: –2 hits per attack (magic).


Flame Fiend: 5 hex figure ... (They have 5 fronts, 4 sides, & 2 rear hexes.)
ST 55 to 70
DX 14 ..................... Claws: 3d+1 (cutting and burning damage)
IQ 11 to 14 ............. Head butt: 3d+7 (sharp piercing damage.)
RV around 6

MA 16 ...................... Armor: –3 hits per attack (magic).

The attribute RV stands for Rvank. See Demons in TFT for more information. (It is mostly used in demon vs demon conflicts, non-demonologists can ignore.)

If they are in HTH, treat anyone in HTH with them as being in a fire spell. They attack with their claws in HTH.

They do not walk, they hover above the ground, their flames occasionally touching the ground, but normally 10 to 25 cm above the surface. They can fly over pits and gently come down form heights, but they like to stay within a few cm of the ground. (Treat them as if they can fly for 2 turns, but they can not gain height.) They can not teleport.

They may defend barehanded.

Tho they have good DX they have a low speed. They will wait until everyone else has attacked in the turn before they do their attack (treat as if they are passing their action in order to attack last).

When someone attacks them, keep track of all who so attacked, regardless of if they successfully hit or not. When a flame fiend attacks, it may get a special bonus against those who attacked it that turn.


Head Butt Attack:
A Flame Fiend can head butt into one of its front hexes, but they prefer to not do so. When they make such an attack, they lunge forward, but become unbalanced and slowly rise back to vertical. On the next turn their movement is 4 lower, and all opponents can attack them at +2 DX. They can not defend on the turn after a head butt, nor may they head butt twice in a row, but they may claw, cast spells, or do other options normally.


Claw Attack:
This is the major attack by the creature and its attack is unusual in several respects. It passes its action so it attacks after all opponents.

Figures that are immune to fire still take the claw damage. If you are not immune to fire, then the claws do normal damage, plus you are exposed to flame (which progressively ignores armor). (See standing in a fire rules.)

When it attacks, roll 3 dice of a single color, and any extra dice needed (by defending say, or because of talents like UC v), use dice of a different color. After the roll to hit, look at the 3 dice of the same color:
---- If those dice can be arranged into 3 consecutive numbers (a straight, e.g. 3, 4 & 5), then as a free action and at no fST cost, it casts a fire hex into the hex of all figures who attacked it AND whom are within 5 hexes of the Fire Fiend. (Straights do not 'wrap around'. 5, 6 and a 1 is NOT a straight.)
---- If those 3 dice are triples (e.g. 3, 3, and 3), then blue flames blast away from it. These do (size of F. Fiend (round up)) damage to all figures with in 3 hexes of it. This hot fire should cause flammable objects in this range to ignite.

(Example, a 1.5 hex Flame Fiend rolls 2, 2, & 2 on its to hit roll. In addition to its attack it explodes in a blue-white fire ball. 1.5 hexes (round up) is 2 hexes. So it does two points of fire damage to all figures within 3 hexes of it. A wizard is holding a scroll and the GM says that the scroll is burning fiercely and is useless. Additionally the thick beard of another character is on fire and will do one damage each turn for 2 turns to the character’s face unless it is beaten out for one turn.)


Flame Fiend Regeneration:
If a Fire Fiend is standing in a fire hex or a bonfire (or hotter), it regenerates 3 points of damage per hex of the monster in the fire.


Weaknesses:
Note that each turn, the Magic Rainstorm spell does 10 points of damage per hex in the magic rainstorm, to them.

A liter of water thrown on them does 3 points of damage.

High pitched sounds like a tin whistle upsets them. If someone blows a loud whistle within 5 hexes of them, they must make a 3vsIQ or they act as if an Avert spell was cast on them. Each turn, they may try the save. If they successfully save once, then they get +2 IQ for all later saves verses THAT whistle.


Magical Powers:
It may move one hex and cast the 6 hex fire spell, which only costs it 1 fST.

If it is standing in a magical fire hex, it may cast a spell, “Go Flame Like” for 5 fST. (Spell description is below.) They usually use this ability to withdraw from combat for a bit to regenerate.


New Spell:

Go Flame Like: This spell is a natural ability of Flame Fiends, and causes them to go completely insubstantial for the rest of that turn, and the next four turns. Solid weapons can not hurt them. Attacks that can do magical damage to flame (cold attacks, Magic Rainstorms, etc.) do full damage.
For the next four turns, the Flame Fiend can not physically attack others nor be attacked by them. It CAN cast spells. It is not harmed by water attacks, smothering with a wet blanket, fire extinguishers, etc. (But if its fire goes out it can't regenerate.)
Note that it regenerates normally during this time, if it stays in a fire that is magical, or a bonfire or hotter.
Cost: 5 fST.

Last edited by Rick_Smith; 07-17-2018 at 07:12 AM.
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