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Salamander Solitary, Intelligent, Planar Iron Spear (d10+2 damage 1 piercing) 12 HP 2 armor Close, Reach Special Qualities: Immune to Fire, Weak to Cold Salamanders are serpentine beings from the elemental planes associated with fire. Well-known for both their talent at warfare and smithing, there's a lot of competition between them and the azers. They can survive outside heavily heated areas, but usually become surly and short-tempered. Instinct: To protect their cluster
- Heat things with a touch
- Deals +1 damage to smaller targets
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Barbed Devil Horde, Devious, Intelligent, Planar Spiked Charge (d6+2 damage 2 piercing) 3 HP 2 armor Close Special Qualities: Immune to fire and poison, Resistant to acid and cold Barbed devils serve as treasure keepers and jailers in Hell. They are watchful and when summoned, prefer to be given similarish roles. Instinct: To safeguard Hell's treasures
- Grab and impale opponents on its body
- Inflicts fear with its claws
- Deals 1 damage, 3 piercing to anyone who attack with a Close or Hand weapon
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Fire Mephit Horde, Small, Intelligent, Planar, Evasive Claws (d4 damage) 3 HP 0 armor Close Special Qualities: Absorbs fire, Weak to cold, Flight Fire mephits are the most temperamental of the mephits and have a bit of a vengeful streak. This occasionally leads them to take on way too dangerous foes. Instinct: To release its rage
- Breathe fire, causing D8/D4 damage, Fire Elemental, Ignore Armour
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Lady Elisabeth Ostrovia Solitary, Magical, Organized, Intelligent, Hoarder Shovel (d8 damage) 12 HP 1 armor Close, Reach Instinct: To rule Eternal
- Masterfully position her minions
- Mend Wounds
- Call forth an army of undead
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Genie Eater Solitary, Gargantuan, Devious, Construct Elemental Devouring Maw (d8+9 damage 5 Piercing) 24 HP 5 armor Reach, Forceful Special Qualities: Amphibious, Immune to fire, Sense genies, Chimera A weapon of war created by the destructive nisnases genies back in the day to wage war on their kindred. While few of these ancient living weapons still exists, as their creation was forbidden by the convention of the tribes, those that remain are potent opponents. Instinct: To destroy genies
- Hunt elementals
- Injects sickening venom
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Azer Grunt Horde, Cautious, Planar Heated Warhammer (b[2d6+2] damage 1 piercing) 3 HP 3 armor Close, Fire Elemental Special Qualities: Immune to Fire, Weak to Cold Azer grunts are the basic foot-soldiers of azer kind. Loyal and dedicated, they form unyielding shield walls and break apart the enemy with heavy blows from their hammers. Instinct: To uphold order
- Forge equipment
- Channel heat into its weapon
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Azer Horde, Planar Heated Hammer (d6+2 damage) 3 HP 2 armor Close, Fire Elemental Special Qualities: Immune to Fire, Weak to Cold Azers are a hardworking people from the elemental planes, heavily connected to fire. They are a people that do not mind to toil and prefer to keep their head down and wait things out rather than rocking the boat. That being said, when the occasion calls for it they can be extremely fierce in the defense of what they care for. Instinct: Uphold order
- Forge equipment
- Can channel heat into their weapon
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Lesser Brass Golem Solitary, Large, Construct Brass Blade (d10+1 damage 1 piercing) 20 HP 3 armor Special Qualities: Immune to Fire, Immune to non-cold magic and disarming, Construct, Weak to cold Lesser brass golems are weaker versions of the brass golem, either made due to a lack of resources or because the large size of the brass golem would be inconvenient. Instinct: To serve its creator
- Spit fire for D6 damage, Fire Elemental, Ignore Armour