You will probably remember these beauties from the recent jaunt by Team Adventure into Burnt Man's Haunt. During that, being caught off guard and having to adjudicate on the fly, I used the Harginn stats. Now, I've had a chance to flesh them out in all their fiery glory and am including them here for your delectation, delight and possible use.
NO. APPEARING: 2-8
ARMOR CLASS: 3
HIT DICE: 4
%IN LAIR: 100%
TREASURE TYPE: None
NO. ATTACKS: 1
DAMAGE/ATTACK: 1d4+4 (an effect similar to Burning Hands spell, including the tendency of flammable objects to catch fire – a roll will be needed to see which part of the body is hit by the jet of flame)
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: Certain spell immunity
MAGIC RESISTANCE: Standard
When a human is killed in an intense fire, there is a chance (1%) that the fire will open a gateway to the Elemental Plane of Fire. Through this can come spirits of flame that will possess the burnt body and reanimate it. The appearance of a flame zombie is that of a badly charred corpse, with smoke issuing from its mouth and nose.
Flame zombies are immune to all fire-based spells. The flame spirit that burns within them can be extinguished by the use of holy water blessed by a cleric of seventh level or higher.
Flame zombies have a special attack, which can be used when three of them join hands. They have the power to cast a 6-hit dice fireball, range will be 16”. They will not be affected if they are caught in the blast area.
Another ability which they possess is the power to pour forth a smoky cloud that will envelop everything in a similar fashion to an Eversmoking Bottle (10,000 cubic feet, which is a space about 21’ x 21’ x 21’). A Gust of Wind spell should be able to disperse it without too much bother.
XP value 240 + 4/hp
They turn as a Wight
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