Size
Hero Forge: 8'11"
Lore: Medium (6 feet)
Suggested: Medium
Other Monikers
Áillen, Burning Eladrins, the burners, the feers / firres
Abilities
- Transforms into blazing inferno
- Flaming enchanted weapons
- Angry glare inflicts fire damage and blindness on enemies
- Song casts charm, hold, sleep, or suggestion magic
- Innate Spellcasting
Appearance
In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a firre might be taken for a half-elf, but her eyes give her away; they
have no iris or pupil, and glow brightly with the firre’s inner flame.
Home Plane
Arborea
Stat Block
Description
(From Planescape Monstrous Compendium Appendix II - 1995):
It shouldn’t be any surprise that there are eladrins who devote themselves to art, music, and magic. The firres (pronounced feers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight.
The firre eladrins live as wandering minstrels and bards in Arborea, attending the courts of more powerful eladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the Outlands or visiting the palaces of neutral-aligned powers just as easily as he’d find one in Arborea. Firres have a deep love and appreciation of mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence. In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes.
Firres can also transform themselves into man-size pillars or balls of fire; in this form they can fly at the listed rate.
Firre rarely gather together. Instead, they prefer to travel alone. In the court of a tulani eladrin, it's unusual to find more than one or two firres. The firres may be the most accessible eladrins apart from the noviere; firres routinely seek out mortals of skill and beauty, and travel freely among all ranks of eladrins. Like the ghaeles, the firres often embrace causes among the mortals of the Prime Material Plane, doing what they can to help serve those who revere art.
Firres are greatly valued throughout the Upper Planes and in most of the chaotic ones for their remarkable vocal skill. Nothing can match the eldritch beauty of a firre's song.
Combat: Like the bralani or coures, firres often use weapons in ihuman form. They’re far stronger than they look and possess an 18/00 Strength. Firres favor long, wavy-bladed swords equal to two-handed swords +3. They also may use slender javelins that become blazing bolts of fire when thrown, inflicting damage as a javelin +5. (The javelin’s consumed in the throw, but many firre carry up to four.) A creature that meets the fiery glance of an angry firre must successfully save versus paralyzation or be blinded for 2d10 rounds, suffering 1d10 points of damage.
In her fiery form, a firre can strike twice per round for 3d6 points of damage per attack. Any creature within 10 feet of the burning firre must make a successful save versus spell or suffer ld6 points of damage from the heat. Any weapon that strikes a fiery firre must survive an item saving throw versus magical fire or be destroyed, although the firre still takes damage from a successful hit.
In any shape, the firre eladrin radiates protection from evil in a 10-foot radius. The firre can also use the following spell-like powers once per round at will: advanced illusion, affect normal pres, continual light, detect invisibility, ESP, improved invisibility, polymorph self, wall of fire, or cast a 10d6 fireball. Once per day the firre can create a prismatic spray. In addition to these spell-like powers, the firre has the spell abilityty of a 9th-level priest.
In demihuman form, the firre can choose to sing instead of attack. Her unearthly voice functions as a charm, hold, sleep, or suggestion spell on any creature within 50 feet. (The firre chooses the exact effect.) Any listeners must successfully save versus spell or be affected, The firre’s sleep song can affect creatures normally unaffected by sleep spells.
Firres can be hit only by weapons of +2 or greater enchantment, or cold-wrought iron weapons. They suffer normal-not doubled-damage from such weapons.
(From The Book of Exalted Deeds - 2003):
The creature resembles a red-haired elf with brightly glowing eyes that hold flickering, dancing flames.
The firre (pronounced FEER) eladrins love nothing more than an evening spent dancing and singing around the campfire, but such frivolity masks their serious purpose as guardians of artistry and beauty. Devotees of all things precious and lovely, firres take up arms to protect works of art and the artists that create them. They’re the mostly widely traveled of the eladrins, going far and wide to hear a noted bard, gaze at a particular dazzling sunset, or witness a finely acting drama.
Firres can also transform themselves at will into crackling, 8- foot-tall pillars of fire.
A firre stands about 6 feet tall and weighs 150 pounds. Firres speak Celestial, Common, Draconic, and Infernal.
5th Edition Homebrew Stat Block:
Firre Eladrin
Medium Fey (Elf), Chaotic Good
Armor Class 19 (natural armor)
Hit Points 165 (22d8+66)
Speed 30 ft.
STR 20 (+5), DEX 16 (+3), CON 16 (+3), INT 16 (+3), WIS 15 (+2), CHA 20 (+5)
Skills Deception +8, Persuasion +8
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Celestial, Draconic, Elvish, Infernal, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +4
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: comprehend languages, continual flame, control flames, cure wounds, detect evil & good, detect thoughts, phantasmal force, pyrotechnics, see invisibility
3/day each: greater invisibility, major Image, polymorph (self), wall of fire, fireball
1/day each: delayed blast fireball, prismatic spray
Warded from Evil. At all times, the eladrin is under magical protection equivalent to the spell Protection from Evil & Good, without the need of components or concentration.
ACTIONS
Multiattack. In its true form, the eladrin makes two Greatsword or Javelin attacks. In its form of fire, it can make two Touch attacks. In either form, it can replace one attack with a Song of the Firre.
Fiery Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) slashing damage, plus 22 (5d8) fire damage.
Flashing Javelin. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6+5) piercing damage, plus 22 (5d8) fire damage, and the target must make a DC 17 constitution saving throw or become blinded. The creature can repeat the saving throw at the end of each of its turns to end the effect.
Fiery Touch (fire form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 42 (5d12+3) fire damage.
Song of the Firre (Recharge 6). The eladrin sings a captivating melody, casting one of the following spells (save DC 17): charm monster, hold monster, sleep, mass suggestion.
Form of Fire. The eladrin transforms into an incorporeal fiery inferno shaped like a 5-foot diameter sphere or 8-foot high column, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form.
In its fire form, the eladrin can fly at a speed of 50 feet, and move through a space as narrow as 1 inch wide without squeezing. Being incorporeal, the fire form cannot hold objects, including weapons. A creature that starts its turn within 10 feet of the eladrin’s fire form, touches the fire form, or hits it with a melee attack takes 5 (1d10) fire damage. Any nonmagical weapon that damages the eladrin’s fire form is destroyed.
In addition, the eladrin’s fire form can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
For every 5 feet the eladrin moves in water while in fire form, or for every gallon of water splashed on it, it takes 1 cold damage.
Sources
- Book of Exalted Deeds (2003)
- Planescape Monstrous Compendium Appendix II (1995)