FREQUENCY: Rare
FREQUENCY: Rare ([Tropical Wilderness Mountains], [Tropical
Wilderness Hills], [Tropical Wilderness Desert])
FREQUENCY: Very rare ([Dungeon Level III])
NO. APPEARING: 10-100 (giant
strider: III)
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 2+2
% IN LAIR: 75%
TREASURE TYPE: Individuals [K], [M]; in lair [F]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Breathe fire
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:
Normal: III | 90 + 3
Elite: III | 125 + 4
Priest: IV | 190 + 4
Overlord: IV | 165 + 5
These distant relatives of the lizard
men live in sun-baked rocky hills,
volcanic regions or any other locale which tends to be
hot, dry and
sometimes sulphurous, whether above or below ground.
They are
sometimes known as salamen.
Firenewt warriors (the most common variety) are typically
armoured
in chainmail and carry normal weapons - pike
and sword (45%).
sword only (25%). pike and hand-axe (20%) or battle-axe
(10%).
For every ten warriors encountered there will be one elite
warrior
with 3+3 hit dice and of AC3 (chain plus dexterity bonus).
For every
30 encountered there will, in addition to three elite
warriors, be one
'priest' with 3+3 HD,
AC5 and the following druidic powers, each
usable once per day: animal friendship, faerie fire,
predict weather,
produce flame, heat metal and pyrotechnics. Elite warriors
always
carry battle-axes, while priests use a mace in melee.
33% of all firenewts encountered above ground (90% of
elite warriors,
all priests) will be mounted on giant striders; these
beasts are trained
by the priests and are highly skilled in melee even if
the firenewt
'master' dismounts.
All firenewts have a limited breath
weapon. Once per turn they can
breathe fire on a foe immediately in front of them and
within a 5'
range for 1-6 points of damage (a successful saving throw
indicates
half damage).
Firenewts have high resistance to fire-based attacks,
saving with a
bonus of +3. Additionally, all fire-based attacks which
affect them are
reduced by 1 hit point of damage per attack die. Conversely,
firenewts save at -3 against cold attacks and damage
inflicted on
them by these attacks is increased by 1 hit point per
attack die.
Firenewts are cruel marauders - if firenewts are encountered
they
will usually be the members of a hunting party. They
delight in torturing
and roasting victims alive before feasting on them.
In a firenewt lair there will be an additional 70% females
and 150%
young as well as a secret, closely-guarded hatching ground
containing
200% eggs. The hatching ground will be under the priests'
control and
will be guarded by 1-3 young fire lizards
(see AD&D MONSTER
MANUAL - Lizard, fire).
The lair will be ruled by an overlord firenewt of 4+4
hit dice and AC3
who will have a close retinue of four elite warriors.
Description: A typical firenewt is a mottled sepia colour,
darkest
along the spine and fading to near-white on the belly.
The smooth
flesh and features are eel-like, though the flesh is
dry. The eyes are
deep crimson. Females are slightly shorter than males
(about 5%'
tall) and are a duller brown. The young are light in
colour, darkening
progressively as they approach maturity.
by Albie Fiore