Fire Bro (5e Creature)
Fire Bro[edit]
Medium humanoid, lawful neutral Armor Class 18 (natural armor)
Saving Throws Dex +7, Con +6 Brave. The fire bro has advantage on saving throws against being frightened. Evasion. When the fire bro is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. High Jumper. The fire bro can cover three times the height on a high jump, and can do so without expending any movement before the jump. Innate Spellcasting. The fire bro's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At-will: control flames, create bonfire, produce flame 3/Day: fireball, flaming sphere 1/Day: fire shield (warm only), wall of fire ACTIONSMultiattack. The fire bro makes three attacks. Fireball. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) fire damage.
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Fire bros are troops of the Koopa Kingdom of the elite bro line. Like the other bros, they were once regular koopa troopas before being altered by special koopa magic. While they can no longer hide in their shells, they have far greater agility, strength, and toughness than before. Fire bros have been given additional powers over fire, apparent by their bright red shells and helmets. They can throw fireballs at the same rate a hammer bro would throw hammers, and they instinctually know various fire spells. Fire bros are not as common as hammer bros, as they are more difficult to create, but they are more versatile and effective soldiers overall. |
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