Flame Wolfe by Amanda
Small Elemental (Fire, Shadow)
Hit Dice: 9d8+9 (49 hp)
Initiative: +10 (+10 Dex)
Speed: 80 ft. (16 squares)
Armor Class: 34 (+1 size, +10 Dex, +13 natural), touch 21, flat-footed 24
Base Attack/Grapple: +6/+5
Attack: Volcanic breeze +10 melee (0 +3)
Full Attack: Volcanic breeze +10 melee (0 +3) and bite +5 melee (1d4 +1) and blazing paws +5 melee (0 +1) and blazing tail +5 melee (0 +1) and gore +5 melee (1d4 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fear cones, frightful presence, powerful charge
Special Qualities: Darkvision 60ft., elemental traits, fast healing 4, low-light vision, spell immunity, telepathy
Saves: Fort +4, Ref +18, Will +12
Abilities: Str 17, Dex 31, Con 13, Int 25, Wis 25, Cha 25
Skills: Appraise +9, Balance +12, Bluff +9, Climb +5, Concentration +3, Control Shape +9, Craft +9, Decipher Script +2, Diplomacy +9, Disable Device +9, Disguise +9, Escape Artist +12, Forgery +9, Gather Information +9, Handle Animal +9, Heal +9, Hide +16, Intimidate +9, Jump +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Listen +9, Move Silently +12, Open Lock +12, Perform +9, Profession +9, Ride +12, Search +9, Sense Motive +9, Sleight of Hand +12, Spellcraft +9, Spot +9, Survival +9, Swim +5, Tumble +12, Use Magic Device +9, Use Rope +12
Feats: Awsome Blow,Die Hard,Iron Will,Lightning Reflexes

Environment: Any,Cold,Temperate,Warm land,deserts,plains,mountains
Organization: Loner, Brace, Covey (2-5), Pack (5-20), Drove (20-40), Battalion (40-60), or Armada (60+)
Challenge Rating: 8
Treasure: Double Standard
Alignment: Usually chaotic neutral
Advancement: 10-18 HD (Small); 19-27 HD (Medium)
Level Adjustment: 1-100


These Wolves are the Children of Sirrion, god of the Flames.They are given only to his clerics.They are strong, intelligent, and have human like emotions, and can speak with telepathy,and will not burn their allies.

Flames Wolves are black,but the paws,back of the neck, and the tips of the tails and ears are on fire. Golden Eyes.They eat any meat. They are always roudy, but gentle. They are found in Deserts,mountains,volcanoes, and Plains.,Flames Wolves are black,but the paws,back of the neck, and the tips of the tails and ears are on fire. Golden Eyes.They eat any meat. They are always roudy, but gentle. They are found in Deserts,mountains,volcanoes, and Plains.

Combat
First, they fill the air with thin fir (Volcanic breeze) burning the lungs.Then they slam into the opponent,and stand on them while their paws are on fire. Then they whip them with their tails. Finish with a fireball.


Breath Weapon (Su): A breath weapon attack usually deals damage and is often based on some type of energy.Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
Fear Cones (Sp): These effects usually work like the fear spell. If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). All fear attacks are mind-affecting fear effects.
Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Spell Immunity (Ex): A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Sometimes spell immunity is conditional or applies to only spells of a certain kind or level. Spells that do not allow spell resistance are not affected by spell immunity.
Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.Some creatures have a limited form of telepathy, while others have a more powerful form of the ability.

An elemental possesses the following traits (unless otherwise noted in a creature's entry).

  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature-its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Elementals do not eat, sleep, or breathe.

    Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Society
    ONLY WORKS WITH CLERICS OF SIRRION.Repeat that with me.ONLY WORKS WITH CLERICS OF SIRRION.Will stand clerics friends,but have a softspot for kender, and gives lost Kender-children rides home.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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