Flame-spawned creatures are creatures born of elemental fire and are native to the Elemental Planes of Fire. They resemble their normal Material Plane counterparts in most all respects save their bodies are composed of elemental fire and are colored red, reddish-bronze, yellow-orange, or black. For example, a flame-spawned wolf looks like a normal wolf but its body is reddish-bronze and covered in dancing flames rather than fur. A flame-spawned creature’s eyes burn with white-hot fire.
Flame-spawn creatures with an Intelligence of 3 or higher can speak Ignan.
“Flame-Spawned” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that does not have the cold or water subtype (referred to hereafter as the base creature). A flame-spawned creature retains all the base creature’s statistics and special abilities except as noted here.
CR: HD 3 or less, as base creature; 4 HD to 8 HD, as base creature, +1; HD 9 or more, as base creature +2.
Size and Type: The base creature’s size remains unchanged. Type changes to outsider, and it gains the elemental and fire subtypes. Flame-spawned creatures encountered on any plane other than their native plane have the extraplanar subtype. Do not recalculate the creature’s Hit Dice, base attack bonus, skill points, or saves.
Senses: A flame-spawned creature has darkvision out to a range of 60 feet.
Aura: A flame-Spawned creature gains the following aura:
Anyone within 5 feet of a flame-spawned creature must succeed on a Fortitude save or take heat damage each round from the intense heat. The save DC is Constitution-based. The amount of heat damage equals the fire damage dealt by the flame-spawn’s natural attack as shown on the table below.
AC: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).
Defensive Abilities and Weaknesses: A flame-spawned creature is an elemental creature and has all the traits of the elemental subtype. It retains all the defenses and weaknesses of the base creature and also gains the following (if the base creature already has one or more of these special qualities, use the better value):
Flame-spawned creatures are immune to fire.
Flame-spawned creatures take 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.
Speed: Same as the base creature. If the base creature has a swim speed it retains it and can swim in liquid fire, such as the Sea of Fire.
Special Attacks: A flame-spawned creature retains all the special attacks of the base creature and also gains the following special abilities. Saves have a DC of 10 + 1/2 the flame-spawned’s HD + flame-spawned’s Con modifier.
A flame-spawned creature deals fire damage with any natural attack. Those hit by a flame-spawned creature’s natural attack must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a flame-spawned creature with natural weapons or unarmed attacks take fire damage as though hit by the flame-spawned creature’s natural attack, and also catch on fire unless they succeed on a Reflex save.
|Small or smaller||1d4|
|Huge or Larger||2d6|
Abilities: Dex +2.
Languages: A flame-spawned creature speaks all the languages of the base creature. If it has an Intelligence score of at least 3, it speaks Ignan.
Environment: Any warm climate or fire-based elemental/quasi-elemental/para-elemental plane.