Firenewt Species in The Full Guide to Faerûn | World Anvil

Firenewt

In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.  

Heat Seekers

Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.   Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.   The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.  

Religious Militants

Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage.   Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.   When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes — and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result.  

Giant Striders

Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them — borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers.  
Firenewt Warrior Loot.
  • 1 Tattered Scimitar
  • 1 Tattered Chain Shirt
  • 1 Tattered Shield
  • 1 Firenewt Fire Gland (As an action, a creature can squeeze the Fire Gland through a torch or other open flame. The liquid inside ignites as it passes through the flame, targeting a creature within 10 feet of the gland. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This property can be used once before the Fire Gland dries up.)
Firenewt Warlock of Imix Loot.
  • 1 Tattered Morningstar
  • 1 Firenewt Fire Gland (As an action, a creature can squeeze the Fire Gland through a torch or other open flame. The liquid inside ignites as it passes through the flame, targeting a creature within 10 feet of the gland. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This property can be used once before the Fire Gland dries up.)
  • 1 Staff of Imix (Requires attunement. The staff has 3 charges. A creature attuned to the staff can use it as an Arcane Focus, and can expend 1 charge to cast Burning Hands (Save DC 12) from the staff. The staff regains 1d4-1 charges each day at dawn. Curse. While a creature is attuned to the staff, they must make a DC 12 Charisma saving throw at the end of each long rest and when they expend a charge from the staff. This saving throw is rolled with disadvantage if made due to a charge being expended. On a failed save, an Aspect of Imix (using the stats of a Fire Elemental) appears to the attuned creature, offering fiery power in exchange for servitude. If Imix is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.)
Giant Strider Loot.
  • 1 Giant Strider Fire Sac (As an action, a creature can light the Fire Sac with a torch or other open flame, and throw it at a point within 60 feet. When it hit the ground, the sac bursts, spreading fire within a 10-foot radius. Each creature in the area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in the area that aren't being worn or carried. Using the Fire Sac in this way destroys it.

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