Fire Rune (3.5e Monster)
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This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.
|N Medium Elemental (Fire)|
|Init/Senses||-1/darkvision 60ft.; Listen +4, Spot +4|
|AC|| 15, touch 12, flat-footed 15; DR 1/—, not subject to critical hits or flanking.|
(+3 deflection, +3 natural, -1 dex)
|hp||31 (3 HD)|
|Immune||Mind-effecting abilities, poison, sleep effects, paralysis, and stunning.|
|Weakness||mild vulnerability to cold damage (50% extra damage, max 5 extra damage)|
|Speed||30ft. (6 squares); Hover|
|Melee||Fire Ray +1 ranged touch (1d3 fire damage, 30ft. range, Su effect)|
|Atk Options||Call of Flames|
|Abilities||Str 11, Dex 9, Con 19, Int —, Wis 12, Cha 4|
|Skills||Listen +4, Spot +4|
|Advancement||4–5 HD (Medium), 6-7 HD (Large)|
|Hover (Su)||Fire Runes hover approximately 3 feet above the ground and as such ignore difficult terrain, do not trigger traps on the ground, etc.|
|Call of Flames (Su)||As a swift action, a fire rune can force each creature within 5ft. to attack the fire rune or take fire damage. Each creature within 5ft. must make a Fortitude save DC 12 or be affected by the following effect. During the creature's turn it must make an attack and deal damage to the fire rune or else it takes 2d4 fire damage. If the creature makes an attack that would deal HP damage but misses the fire rune, it takes 2 fire damage instead.|
|Explosion (Su)||When a fire rune is destroyed, it deals 2d4 fire damage to each creature within 5ft. (Reflex DC 12 for half).|
A magic rune on the wall suddenly takes depth and hovers above the ground. It is in the shape of an arcane rune symbolizing fire.
Fire runes are a spell used to assist other guardians in a wizard's dwelling. When the spell is cast a triggering condition is set (usually something that the alarm spell could activate) and a rune is drawn on a wall, floor, or ceiling. When the trigger is activated, the rune will assist other guardians in the area by drawing attacks.
Fire runes will attempt to move into areas where they can use their Call of Flames to the greatest effect. They will prefer to use their mobility to get into areas and will prefer to take a double move rather than a single move and fire their Fire Ray, if they can.