Skip to main content

Firewalker




While just under 10 feet tall, most of this crustacean's height comes from its spindly, spider-like legs. Its black shell is lit from underneath by hundreds of nodes of unnatural heat. This grants the firewalker an appearance not unlike a smoldering hunk of coal. The ground ends up scorched where the creature walks. A trio of stalks end in deep-red eyes at the front of the monstrosity. Massive crab claws clack and spark in anticipation of a fresh, hot meal.

Arctic Hunter. Firewalkers are usually found in colder climes despite their fiery nature. The land crabs prefer the robust prey found in such terrain such as bears and elk. Besides converting deep snow into fog banks just by walking through them, firewalkers will suck up melting slush. The super-heated liquid is then stored in a secondary gullet so it can be shot at a potential meal and knocked it off its feet before the firewalker engages it in melee.


Firewalker

Large monstrosity, unalignment

Armor Class 16 (natural armor)

Hit Points 51 (6d10 + 18)

Speed 30ft

Str 17 Dex 12 Con 16 Int 3 Wis 10 Cha 4

Damage Immunities cold, fire

Senses passive Perception 10

Languages-

Challenge 5 (1800 XP)

Long Legs.

The firewalker's movement is not effected by difficult terrain. Due to the scorched earth its tracks leave behind, creatures gain Advantage on Wisdom (Survival) to track a firewalker.

Burning Grasp.

If a creature end its turngrappled by the firewalker it must succeed on a DC 14 Constitution save or take 14 (4d6) fire damage.

Actions

Multiattack.

The firewalker makes two claw attacks as one action

Pincer.

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage and . In addition the creature is grappled, DC 14 providing at least one pincer is not currently grappling a creature. The firewalker may grapple up to two large or smaller creatures this way and loses one pincer attack for each creature it grappled.

Scalding Jet (Recharge 5-6).

Scalding Jet (Recharge 5-6). The firewalker vomits a tight stream of super-heated water in a 30ft line that is 5ft wide. Creatures in the area of effect must succeed on a DC 14 Dexterity save or take 10 (3d6) bludgeoning and 10 (3d6) fire damage and be knocked prone. On success, creatures take half as much damage and are not knocked prone.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...