Wednesday, November 4, 2015

Bestiary: Othnorian Firewalker

by Tim Wallace and Adam Frank

Othnorian Firewalker
This huge quadrupedal beast moves with unexpected grace and speed. It is composed of living molten rock, and on its back are six horns, each the size of a person, constantly belching black smoke.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

Othnorian Firewalker      CR 10
XP 9,600
N Huge aberration (fire)
Init +8; Senses darkvision 60 ft.; Perception +18
Aura molten body (DC 22)
AC 22, touch 16, flat-footed 14 (+8 Dex, +6 natural, -2 size)
hp 142 (15d8+75)
Fort +10, Ref +13, Will +9
Immune fire
Weaknesses smokestacks, vulnerable to cold
Speed 40 ft., burrow 20 ft.
Melee 2 claws +17 (1d8+7 plus 1d6 fire)
Space 15 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th; concentration +15)
   1/lifetime—plane shift (self only, plane of fire only)
Special Attacks power attack (–3 atk/+6 dmg)
Str 25, Dex 26, Con 20, Int 11, Wis 10, Cha 11
Base Atk +11; CMB +20 (+22 bull rush, +22 overrun); CMD 38 (40 vs. bull rush and overrun, 42 vs. trip)
Feats Awesome Blow, Awesome ChargeMC, Bull Rush StrikeAPG, Charge ThroughAPG, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (claw)
Skills Acrobatics +26 (+30 to jump), Climb +25, Intimidate +18, Perception +18
Languages Aklo (doesn’t speak)
Awesome Blow (Ex) As a standard action, a firewalker may perform an awesome blow combat maneuver. If the firewalker's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes 1d8+7 damage plus 1d6 fire damage and is knocked flying 10 feet in a direction of the firewalker's choice and falls prone. The firewalker can only push the opponent in a straight line, and the opponent can't move closer to the firewalker than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
Awesome Charge (Ex) When a firewalker hits its opponent with a charge attack, it can attempt an awesome blow combat maneuver against that opponent as a free action.
Bull Rush Strike (Ex) Whenever a firewalker scores a critical hit with a melee attack, it can push its opponent back, in addition to the normal damage dealt by the attack. If its confirmation roll exceeds its opponent's CMD, it may push its opponent back as if from the bull rush combat maneuver. It does not need to move with the target if successful. This does not provoke an attack of opportunity.
Burrow (Ex) A firewalker burrows by devouring the materials it is burrowing through, leaving a 15-foot-diameter tunnel in its wake.
Charge Through (Ex) When making a charge, a firewalker can attempt to overrun one creature in the path of the charge as a free action. If its successfully overruns that creature, it can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Molten Body (Ex) A firewalker's molten metal body is hot enough to melt stone. Creatures that begin their turn within 5 feet of a firewalker take 1d6 points of fire damage. Anyone striking a firewalker with a natural weapon or unarmed strike takes 2d6 points of fire damage. A creature that grapples a firewalker or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a firewalker with a weapon can attempt a DC 22 Reflex save; if it fails, it's unable to pull the weapon away from the firewalker's molten body quickly enough, and the weapon takes 2d6 points of fire damage. Unattended objects in contact with a firewalker take 2d6 points of fire damage per round. Damage caused to weapons and unattended objects is not halved, and ignores the first 5 points of hardness. The save DC is Constitution-based.
Smokestacks (Ex) Each of the firewalker’s six smokestacks has an AC of 32 (flat-footed 24). An attack that successfully hits one of the smokestacks and deals a minimum of 7 damage to it causes the smokestack to become blocked for 1d4 + 1 rounds. Further damage to the same smokestack increases the duration of the clogging by 2 rounds. An attack that deals cold damage doubles the duration of the blocking. When three or more horns are blocked simultaneously, the firewalker gains the staggered condition. When all six horns are blocked simultaneously, the firewalker gains the stunned condition. If all of the smokestacks are clogged for 2d6 consecutive rounds, the firewalker explodes, dealing 15d6 damage, half bludgeoning and half fire, to all creatures in a 20-foot-radius burst. A DC 22 Reflex save reduces this damage by half. The save DC is Constitution-based.
Environment Caves and mountains, elemental plane of fire.
Organization Solitary
Treasure Standard (all in precious metals and gems)

Created when fire spells go awry the firewalkers are huge mindless creatures found wandering where they were made. They will try to add anything within sight to themselves, building their bodies with nearby rock and minerals. After they grow enough, the firewalkers' natural connection to the elemental plane of fire will bring them there instinctually. They move quickly and quietly though their radiant heat will often give them away. The largest and most powerful firewalkers are known to shift between the material plane where they were created and the elemental plane of fire if they need to add more fuel to their bodies.

Characters with ranks in Knowledge (dungeoneering) can learn more about a firewalker. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC 20 Firewalkers are beings of pure magical fire created most often when a fire spell goes wrong.
DC 25 Firewalkers will most often planeshift to the elemental plane of fire when they have fed to a certain point.
DC 30 The large smokestacks on the firewalkers' backs are working to remove any impurities from the materials it has ingested. Keeping the creature pure.
DC 35 If the smokestacks on its back are all blocked, the firewalker will become stunned until it is able to force the obstructions out of it. If it is unable to remove the blockages within 2d6 rounds the firewalker will explode violently causing massive damage to any within the explosion radius.