The twisted creature loves to play pranks and cause vandalism Attacks Per Melee: Two melee actions (no anacks) as a ghost. Two at
through arson . Their pranks range from the annoying to the deadly. One tacks per melee as a fire sprite by using elemental magic or its flam
of their favorites is to fly in front of horses and other animals to startle ing touch (does 204 damage).
them and make them rear back and run away. This is especially amus
ing if the animal has a rider that is bucked and thrown to the ground. Bonuses: +2 to strike, +4 to dodge, +2 to save vs magic of all kind, and
They also like to start stampedes of horses and cattle by starting a fire or +3 to damage. There is a 5D% chance of igniting combustible mate
darting around to frighten the animals. They get a big kick in seeing rial if the little fiend is really trying to hurt somebody or start a fire .
people frantically run out of the way of stampeding animals. Fire sprites
never tire of this prank. They also like to give people a hot foot, sting Natural Magic: All 1-3 level fire warlock spells at 6th level profi
their buttocks, fuel flame torches and campfires, set hair on fire, set ciency.
glasses of alcohol on fire, toss hot coals or burning embers at people,
extinguish torches and campfires, extinguish smoking pipes and cigars, Psionics: None
create foul smells, and so on. Average Life Span: Unknown
Habitat: Primarily in the Yin-Sloth Jungles, The Great Fire Bog, and
The little monsters are called fire "sprites ," but they are not actually
a member of the faerie race. They get the name because they are tiny, Baalgor Wastelands.
magical and mischievous like faeries and sprites. Some believe the crea Language: Faerie, goblin and fire elemental.
tures are the ghosts of evil fue warlocks or slain fire elementals seeking Enemies: None, per se.
revenge against all humanoids. Others believe they are demonic fire Allies: Other evil creatures who like to cause mischief, suffering and
spirits who dwel.l in a fiery realm beneath the earth with gargoyles and
other demons . Some folk believe that fire serves as a link between the chaos.
two spiritual or elemental planes and that anytime fire is used by man, Physical Appearance: As an entity, the fire sprite looks like a tiny
there is a risk that fire sprites will step through the flames. Others be
lieve they arrived along with the insectoids and sand serpents through a ghost , about eight inches (2D cm) long/tall, white and semi-transpar
dimensional Rift eons ago. ent with a vaguely humanoid shape. In its physical fiery form, the
creature appears as a tiny female humanoid with a body composed
Alignment: Anarchist, miscreant or diabolic.
entirely of flames. Their mouth is a small black hole and their eyes
Attributes (physical stats applicable only to the physical fire sprite
are black with red flecks.
form. None as a ghost): Roll the following number of 6-sided dice as
Size: One foot in fire form (D.3 m)
Weight: None
indicated: LQ. 106+7, M.E. 206, M.A. 1D6, P.S. 1D6, P.P. 206, P.E.
not applicable, P.B. 1D6+ ID, Spd. running 8, flight as a fue sprite: 4D
mph (64 kmph), flight as ghost 6D mph (96 kmph).
Hit Points: 406+6 as fire sprite, but reducing these points to zero or
below only turns it back into its ghost form. To kill the ghostly
sprite, only magic is effective, but it's hard to catch or slay a ghost.
O.C.C.: None, an elemental being.
Horror Factor: 10 in either form. P.P.E: 406xlO
Natural Abilities in Ghost form: Nightvision 600 feet (183 m), prowl
65%, and can sense fue within a two mile (3.2 krn) radius. As a
semi-transparent wisp the entity is intangible, weightless, and imper
vious to all weapons, including magic weapons, but is vulnerable to
magic spells and circles. It can fly at great speeds or hover silently in
place. Note: It cannot cast any magic, affect fire in any way, touch
or harm humans while in its ghost form .
Natural Abilities in the fire sprite form: Nightvision 6D feet (18.3 m),
normal day vision, flight , chameleon with fire (i.e. cannot be seen or
detected when standing in fire), impervious to fire and heat, impervi
ous to poison and disease as well as normal weapons. Also see
magic powers and vulnerabilities.
In order to become a fire sprite, the ghostly entity must find a
flame at least the size of a candle. It flies into the flame and comes
out as a being of living fire - a fire sprite. As the fire sprite, it can
hop, dance, fly and attack people with its touch or via elemental fire
magic. The fire sprite transformation is possible only once per 24
hour period, so if its fiery form is destroyed, the ghost will flee and
cannot become an elemental being of fire until 24 hours later.
Vulnerabilities: The fire sprite can be harmed by water, holy weapons,
magic weapons, spells and other types of magic. Col.d based spells
do double damage. Water spilled on it will only destroy the physical
fire form, not the little ghostly entity . A glass or mug of water
splashed on the fire sprite will inflict 204 damage, a glass of holy
water 206 damage, a bucket of water 606 damage and rain will de
stroy its fiery form in two melee rounds. This is one reason the linle
monster prefers to live in deserts and dry areas like the Baalgor
Wastelands, except there aren't as many people or animals to "play"
with in desert regions. They try to stay away from rivers, lakes and
other bodies of water.
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