Kryx RPGThemesCreatures
Fire Snake

Fire Snake

Medium elemental
Challenge
1

STR
1
DEX
2
CON
0
INT
−2
WIS
0
CHA
−1

22
5d8
16
Soak
1
Fort
+0
Ref
+2
Will
+0
Defense note natural armor
Damage vulnerabilities cold
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities fire
Condition immunities burning

Speed 5 m.
Senses darkvision 10 m.
Languages understands Ignan but can’t speak

Heated Body. A creature that touches the snake or hits it with a melee attack while within 1 meter of it takes 3 (1d6) fire damage.

Maneuvers. The fire snake uses maneuvers (maneuver save DC 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple (Tail only), spring attack, tear flesh

Actions (2)

Bite (1/turn). Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.

Tail (1/turn). Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.

Underdarkmm

Maneuvers

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.