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New Monster - Flame Fiends. Comments are welcome.



Flame Fiends in TFT

(C) 2018 - By Richard Smith 


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.

ST 15 to 22

DX 12     sDX –6 ………… Claws: 1d+1 (cutting and burning damage)

IQ 7 to 9  ……………..… Head butt: 1d+3 (sharp piercing damage.)

RV around 3


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



Flame Fiend: 3 hex figure.

ST 35 to 42

DX 13    sDX –6 ………… 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.

ST 55 to 70

DX 14    sDX –6   ………… 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).


They attribute RV stands for Rvank. See Demons in TFT for more information.  This is mostly used for demon vs. demon conflicts, and can be ignored by non-demonologist adventurers.


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 not teleport.


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.



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 normally.



Claw Attack:

This is the major attack by the creature and its attack is unusual in several respects.

First it has –6 sDX (speed), so normally it attacks after all opponents.

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 can not ‘wrap round’, so 5, 6 & 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 within 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 Flame Fiend is standing in a fire hex or a bonfire, it regenerates 3 points of damage per hex of the monster in the fire.



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.)



Weaknesses:

Note that the Magic Rainstorm spell does 20 points of damage per turn 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 save. If they successfully save once, then they get +2 IQ for all later saves verses THAT whistle.


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 damage to flame (cold attacks, water, Magic Rainstorm, 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. Note that it regenerates normally during this time, if it stays in its fire.

Cost: 5 fST.