TEXT: Playing with Fire
  A Gathering of Fiery Foes
  by Barry Dore
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Barry Dore and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  1
  
  Playing with Fire
  Introduction
  This document is intended for use with 5th Edition 
  Dungeons and Dragons.
  It contains a selection of encounters and dungeons 
  featuring a variety of fire-using creatures, ready to be 
  unleashed on your players at a moment's notice.
  Challenge Ratings
  Though suggested party levels are provided for each 
  encounter, these should only be taken as rough estimates. 
  Your familiarity with the party should provide a far superior 
  indication of what it can handle.
  Keep in mind that a party with the capacity for widespread 
  fire resistance or immunity should fair significantly better 
  than a less able party.
  Likewise, if your party's characters have focused heavily on 
  fire attacks of their own, they will find their favored element
  having little if any effect against most of the foes herein.
  More of my 5th Edition material can be found at:
  https://www.dmsguild.com/browse.php?author=Barry_Dore
  Firenewt Patrol
  A simple encounter with a firenewt patrol.
  Suitable for a 5th level party.
  Red Dragon Wyrmling
  A ruined tower in the wilderness offers temporary 
  refuge to a red dragon wyrmling and its kobold 
  followers.
  Suitable for a 6th level party.
  Infernal Champion
  An encounter on the road with a tiefling warlock and 
  his hellish pets.
  Suitable for a 7th level party.
  Cult of Fire
  A bare-bones dungeon filled with fire cultists and 
  mephits, with a fire genasi for a leader.
  Suitable for an 8th level party.
  Salamander Hatchery
  A few adjoining caves featuring a salamander hatchery 
  and a pack of encroaching kruthik.
  Suitable for a 9th level party.
  Fire Giant Lair
  A small lair for huge threats, featuring three fire giants 
  and a pack of hell hounds.
  Suitable for a 12th level party.
  Fiery Threesome
  An urban encounter with a destructive fire genasi mage 
  and her two efreeti companions.
  Suitable for a 19th level party.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  2
  
  Firenewt Patrol
  Level 5 Challenge
  This encounter can take place in any terrain that 
  provides a suitable living environment for firenewts, 
  with features such as hot springs or boiling mud.
  The party crosses paths with a firenewt patrol, 
  consisting of a warlock of Imix, 2 champions, and 8 
  warriors. The warlock and champions are each mounted
  on giant striders, while the warriors march on foot.
  Piercing a veil of steam ahead, a cluster of brightly-scaled 
  orange-hued creatures advances into view.
  These lizard-like humanoids are armed and armored, with 
  matching swords, shields, and chain mail shirts.
  Three of these creatures are mounted atop larger beasts, 
  akin to flightless birds but with reptilian scales instead of 
  feathers.
  One of these riders is distinct from its kin, for it wears no 
  armor and wields only a morningstar.
  These militant humanoids do not tolerate intruders in 
  their territory, but persuasive and apologetic characters 
  may be able to avert a battle if they agree to compensate
  the firenewts for their intrusion and withdraw without 
  delay.
  Combat
  If combat occurs, the firenewts take full advantage of 
  their immunity to fire damage, unleashing area attacks 
  with impunity.
  The champions and warlock control their mounts, and 
  can forgo their own action to direct their strider's Fire 
  Burst. However, a strider that loses it's rider continues 
  to fight to the best of its ability.
  Once battle begins, the firenewts will neither offer nor 
  accept surrender. They will fight to the death unless 
  magically compelled to do otherwise.
  Loot
  Each firenewt warrior carries 1d6gp and 2d6sp, while 
  the champions and warlock carry twice those amounts. 
  The warlock also has a chuck of star rose quartz (worth 
  50gp), and a vial of antitoxin.
  Firenewt Warlock of Imix
  Medium humanoid (firenewt), neutral evil
  Armor Class 10 (13 with mage armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 11 (+0) 12 (+1)
  9 (-1)
  11 (+0) 14 (+2)
  Damage Immunities fire
  Senses darkvision 120 ft. (penetrates magical darkness),
  passive Perception 10
  Languages Draconic, Ignan
  Challenge 1 (200 XP)
  Amphibious. The firenewt can breathe air and water.
  Innate Spellcasting. The firenewt's innate spellcasting 
  ability it Charisma. It can innately cast mage armor 
  (self only) at will, requiring no material components.
  Spellcasting. The firenewt is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to
  hit with spell attacks). It knows the following warlock 
  spells:
  Cantrips (at will): fire bolt, guidance, light, mage hand, 
  prestidigitation
  1st-2nd level (2 2nd-level slots): burning hands, 
  flaming sphere, hellish rebuke, scorching ray
  Imix's Blessing. When the firenewt reduces an enemy 
  to 0 hit points, the firenewt gains 5 temporary hit points.
  Actions
  Morningstar. Melee Weapon Attack: +3 to hit, reach    
  5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  3
  
  Firenewt Champion (x2)
  Medium humanoid (firenewt), neutral evil
  Armor Class 16 (chain shirt, shield)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 14 (+2)
  8 (-1)
  11 (+0) 12 (+1)
  Skills Athletics +3, Intimidation +3
  Damage Immunities fire
  Senses passive Perception 10
  Languages Draconic, Ignan
  Challenge 1 (200 XP)
  Amphibious. The firenewt can breathe air and water.
  Brave. The firenewt has advantage on saving throws 
  against being frightened.
  Cavalry Training. When the firenewt hits a target with 
  a melee attack while mounted on a giant strider, the 
  strider can make one melee attack against the same 
  target as a reaction.
  Actions
  Multiattack. The firenewt makes two attacks with its 
  scimitar.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Spit Fire (Recharges after a Short or Long Rest). The 
  firenewt spits fire at a creature within 10 feet of it. The 
  creature must make a DC 12 Dexterity saving throw, 
  taking 9 (2d8) fire damage on a failed save, or half as 
  much damage on a successful one.
  Giant Strider (x3)
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 22 (3d10 + 6)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 14 (+2)
  4 (-3)
  12 (+1)
  6 (-2)
  Damage Immunities fire
  Senses passive Perception 11
  Languages -
  Challenge 1 (200 XP)
  Fire Absorption. Whenever the giant strider is 
  subjected to fire damage, it takes no damage and 
  regains a number of hit points equal to half the fire 
  damage dealt.
  Mount. While controlled by a rider, the strider uses its 
  rider's initiative and can only use the Dash, Disengage, 
  and Dodge actions.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Fire Burst (Recharge 5-6). The giant strider hurls a 
  gout of flame at a point it can see within 60 feet of it. 
  Each creature in a 10-foot radius sphere centered on that
  point 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 that 
  area that aren't being worn or carried.
  Firenewt Warrior (x8)
  Medium humanoid (firenewt), neutral evil
  Armor Class 16 (chain shirt, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 13 (+1) 12 (+1)
  7 (-2)
  11 (+0)
  8 (-1)
  Damage Immunities fire
  Senses passive Perception 10
  Languages Draconic, Ignan
  Challenge 1/2 (100 XP)
  Amphibious. The firenewt can breathe air and water.
  Actions
  Multiattack. The firenewt makes two attacks with its 
  scimitar.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Spit Fire (Recharges after a Short or Long Rest). The 
  firenewt spits fire at a creature within 10 feet of it. The 
  creature 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.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  4
  
  Red Dragon
  Level 6 Challenge
  This encounter takes place at a ruined stone watchtower
  in the wilderness, in an area with a temperate to hot 
  climate.
  A group of kobolds guard a red dragon wyrmling with 
  the aid of 3 magmin. The kobold group consists of 1 
  scale sorcerer, 2 dragonshields, and 12 regular kobolds 
  armed with crossbows instead of slings.
  A ruined stone watchtower stands in the distance, its upper 
  levels smashed to rubble.
  Though the tower displays no flag or banner, you can make 
  out movement on its topmost remaining floor, and thin 
  trails of smoke rise from its interior.
  These kobolds were charged with guarding the 
  wyrmling's egg in its mother's lair, but they panicked 
  and fled with it when a band of dwarves invaded.
  They took shelter in the ruined tower, placing the egg in
  its basement and lighting fires to keep it warm until it 
  hatched.
  The kobolds await an opportunity to acquire treasure to 
  begin the young dragon's horde.
  The sorcerer also used an obscure kobold ritual to 
  summon the magmin. Though they have no shared 
  language, the magic of the ritual allows the sorcerer to 
  give simple commands that the magmin can understand.
  Combat
  The kobolds are extremely wary of intruders and will 
  open fire with their crossbows as soon as they identify 
  worthy targets.
  They have plenty of ammunition, having discovered 
  considerable supplies left in the basement, so will not 
  wait for the party to get close.
  Kobolds located behind arrow slits have three-quarters
  cover against attacks originating outside the tower.
  The sorcerer lends support with its spells, but will not 
  leave the tower to attack the party.
  The dragonshields remain on guard in the tower, 
  attacking any foe that enters.
  The magmin will spill out of the tower's narrow 
  entrance once the nearest character comes within 50 
  feet, rushing to close to melee and fighting until 
  destroyed.
  Finally, the dragon will climb the stairs from the 
  basement once it hears attackers inside the tower. It 
  shows minimal concern for the fate of the kobolds, 
  possibly killing them itself with Fire Breath if they get 
  in its way.
  The kobolds will not retreat while the dragon lives, 
  unless magically compelled to do so, but they will flee 
  in all directions if it is killed.
  Watchtower
  1.
  2 dragonshields, 4 kobolds, and 3 magmin are here.
  All of the kobolds guard the stairs, while the magmin 
  await the approach of enemies to attack.
  The tower's door was destroyed long ago, leaving an 
  unbarred entrance to the ground floor.
  The spiral stairs lead up to Area 2 and down to Area 4.
  2.
  4 kobolds are here.
  They fire at intruders
  through the arrow slits.
  This floor of the tower
  remains mostly intact, aside
  from a missing chuck of the
  ceiling and the supporting
  wall. Coals burn in an iron brazier in the center of the 
  chamber. The spiral stairs continue up to Area 3.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  5
  
  3.
  1 scale sorcerer and 4 kobolds
  are here.
  These kobolds attack all
  intruders, with the sorcerer
  taking the best defensive
  position available.
  A large chuck of the wall and
  floor are missing, as is most
  of the ceiling. The spiral stairs continue for a few feet 
  before coming to an abrupt end.
  4.
  1 red dragon wyrmling is
  here.
  The dragon nests in a pile of
  charred embers and gnawed
  bones, surrounded by
  smoldering fires.
  It has no treasure.
  Red Dragon Wyrmling
  Medium dragon, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., climb 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  Skills Perception +4, Stealth +2
  Damage Immunities fire
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14
  Languages Draconic
  Challenge 4 (1,100 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) 
  fire damage.
  Fire Breath (Recharge 5-6). The dragon exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC 13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Kobold Scale Sorcerer
  Small humanoid (kobold), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2) 14 (+2) 10 (+0)
  9 (-1)
  14 (+2)
  Skills Arcana +2, Medicine +1
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Spellcasting. The kobold is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to
  hit with spell attacks). It has the following sorcerer 
  spells prepared:
  Cantrips (at will): fire bolt, mage hand, mending, 
  poison spray
  1st level (4 slots): charm person, chromatic orb, 
  expeditious retreat
  2nd level (2 slots): scorching ray
  Sorcery Points. The kobold has 3 sorcery points. It 
  regains all its spent sorcery points when it finishes a 
  long rest. It can spend its sorcery points on the 
  following options:
  Heightened Spell: When it casts a spell that forces a 
  creature to make a saving throw to resist the spell's 
  effects, the kobold can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving 
  throw against the spell.
  Subtle Spell: When the kobold casts a spell, it can 
  spend 1 sorcery point to cast the spell without any 
  somatic or verbal components.
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  6
  
  Kobold Dragonshield (x2)
  Small humanoid (kobold), lawful evil
  Armor Class 15 (leather, shield)
  Hit Points 44 (8d6 + 16)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 14 (+2)
  8 (-1)
  9 (-1)
  10 (+0)
  Skills Perception +1
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Heart of the Dragon. If the kobold is frightened or 
  paralyzed by an effect that allows a saving throw, it can 
  repeat the save at the start of its turn to end the effect on
  itself and all kobolds within 30 feet of it. Any kobold 
  that benefits from this trait (including the dragonshield) 
  has advantage on its next attack roll.
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The kobold makes two melee attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
  piercing damage, or 5 (1d8 + 1) piercing damage if used
  with two hands to make a melee attack.
  Kobold (x12)
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 5 (2d6 - 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2)
  9 (-1)
  8 (-1)
  7 (-2)
  8 (-1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Magmin (x3)
  Small elemental, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2) 12 (+1)
  8 (-1)
  11 (+0) 10 (+0)
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 1/2 (100 XP)
  Death Burst. When the magmin dies, it explodes in a 
  burst of fire and magma. Each creature within 10 feet of
  it must make a DC 11 Dexterity saving throw, taking 7 
  (2d6) fire damage on a failed save, or half as much on a 
  successful one. Flammable objects that aren't being 
  worn or carried in that area are ignited.
  Ignited Illumination. As a bonus action, the magmin 
  can set itself ablaze or extinguish its flames. While 
  ablaze, the magmin sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet.
  Actions
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 7 (2d6) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the target 
  takes 3 (1d6) fire damage at the end of each of its turns.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  7
  
  Infernal Champion
  Level 7 Challenge
  This encounter can take place at almost any time and 
  place, though a quiet road in the dark of night is quite 
  fitting.
  The party meets a tiefling warlock riding a nightmare, 
  accompanied by an imp familiar and two hell hounds.
  Well this is something you don't see every day...
  You have encountered a male tiefling, dressed in studded 
  leather armor but bearing no visible weapons.
  He has curled horns akin to a ram, disturbing black eyes, 
  and long plaited hair of magenta hue.
  This tiefling rides a large black horse, the extremities of 
  which are wreathed in flame, accompanied by a pair of 
  black-furred hounds with fiery eyes.
  This warlock is named Akmellior. He is 35 winters old.
  Akmellior serves Mephistopheles, who tasks him with 
  the corruption of wizards and others versed in arcana.
  Abduction
  If Akmellior identifies a party member of interest to 
  Mephistopheles, he may attempt to charm that character
  into joining him. A receptive character can then be 
  whisked away by use of the nightmare's Ethereal Stride 
  ability.
  Note that such an attempt could prove problematic if 
  successful, so only have him try this if you're prepared 
  for the consequences.
  Combat
  Akmellior is quick to start a fight with troublesome 
  characters, but he will soon turn his focus to defense or 
  escape unless he clearly has the upper hand.
  The nightmare acts independently of its rider, rather 
  than as a controlled mount. If it feels that either its life, 
  or Akmellior's, is in danger, it will use Ethereal Stride 
  to escape combat. It will then either attempt to flee 
  ethereally, or return to the Prime Material in a more 
  advantageous position.
  Once battle begins, the hell hounds will fight to the 
  death. The imp will only fight to defend its master.
  Loot
  Akmellior carries two concealed daggers, a component 
  pouch, and a black velvet purse (worth 10gp) containing
  3 pieces of obsidian (worth 10gp each), 8gp, and 13sp.
  Saddlebags on the nightmare hold 2 waterskins, a mess 
  kit, a tinderbox, a crowbar, a herbalism kit, a vial of 
  perfume, a bedroll, and 4 days of rations.
  Akmellior, Tiefling Warlock
  Medium humanoid (tiefling), lawful evil
  Armor Class 14 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2)
  Skills Arcana +4, Deception +4, Persuasion +4, 
  Religion +4
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Infernal
  Challenge 4 (1,100 XP)
  Dark One's Own Luck (Recharges after a Short or 
  Long Rest). When Akmellior makes an ability check or 
  saving throw, he can add a d10 to the roll. He can do 
  this after the roll is made but before any of the roll's 
  effects occur.
  Innate Spellcasting. Akmellior's innate spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with 
  spell attacks). He can innately cast the following spells, 
  requiring no material components:
  At will: mage hand
  1/day each: burning hands (2nd-level), flame blade
  Spellcasting. Akmellior is a 7th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 12, +4 to
  hit with spell attacks). He regains his expended spell 
  slots when he finishes a short or long rest. He knows the
  following warlock spells:
  Cantrips (at will): chill touch, friends, mage hand
  1st-4th level (2 4th-level slots): burning hands, charm 
  person, fear, fireball, fire shield, hex, mirror image, 
  suggestion
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  8
  
  Nightmare
  Large fiend, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 60 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
  Damage Immunities fire
  Senses passive Perception 11
  Languages understands Abyssal, Common, and 
  Infernal but can't speak
  Challenge 3 (700 XP)
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it.
  Illumination. The nightmare sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7
  (2d6) fire damage.
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the Ethereal 
  Plane from the Material Plane, or vice versa.
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4 + 3)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4,
  Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Infernal
  Challenge 1 (200 XP)
  Shapechanger. The imp can use its action to polymorph
  into a beast form that resembles a rat (speed 20 ft.), a 
  raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.),
  or back into its true form. Its statistics are the same in 
  each form, except for the speed changes noted. Any 
  equipment is it wearing or carrying isn't transformed. It 
  reverts to its true form if it dies.
  Devil's Sight. Magical darkness doesn't impede the 
  imp's darkvision.
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make a DC 11 Constitution
  saving throw, taking 10 (3d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Hell Hound (x2)
  Medium fiend, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 14 (+2)
  6 (-2)
  13 (+1)
  6 (-2)
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Infernal but can't speak it
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound's allies
  if within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage.
  Fire Breath (Recharge 5-6). The hound exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  9
  
  Cult of Fire
  Level 8 Challenge
  This dungeon can be located anywhere that makes 
  sense: below a burnt ruin, connected to city sewers, or 
  perhaps it's an extension of another dungeon.
  The challenge rating allows for the likelihood of an 
  ongoing battle once the cultists are aware of intruders in
  their lair. A party of lower-leveled characters may be 
  able to handle the challenge if they are well organized.
  This dungeon is lit by torches throughout.
  Each fire cult initiate carries 2d6sp. Fanatics carry 
  1d6gp and 3d6sp. All initiates and fanatics wear simple 
  clothing distinct to their cult.
  There are a number of similar rooms with duplicate 
  details below. If you wish to thin out the population of 
  the dungeon, simply leave some of these duplicates as 
  vacant rooms.
  1.
  This is one of two possible entrances to the dungeon. 
  The corridor can end at a door, a ladder, stairs, or 
  whatever else is appropriate for the location of this 
  dungeon.
  2.
  2 initiates and 1 steam mephit watch for intruders here. 
  They will attempt to alert other cult members at the first
  sign of trouble.
  3.
  6 (1d4 + 4) initiates can be found in this poorly 
  furnished barracks. Unless alerted to danger, some of 
  them may be sleeping.
  Spare clothing, food, water, and other daily essentials 
  are kept here.
  4.
  9 (1d6 + 6) initiates and 1 steam mephit can be found in
  this large barracks. Unless alerted to danger, some of 
  the cultists may be sleeping.
  In addition to daily essentials, this room holds a large 
  barrel of cheap ale, and a couple of dice sets.
  5.
  1 fanatic and 1 initiate dwell here. These cultists have 
  fiery passions and it is a rule of the cult that each fanatic
  may choose an initiate as their companion.
  The furnishings are better here than in the barracks, as 
  are the supplies, but there's nothing of great value here.
  6.
  This room stores a vast supply of simple wooden 
  torches, tied in bundles of around two dozen.
  7.
  2 (1d4) unlucky initiates can typically be found here, 
  assigned to cleaning duty.
  4 magma mephits rest on a bed of hot coals at the 
  bottom of an 8-foot deep pit. They will attack any 
  intruders that approach the pit.
  Crude stone statues representing the cult's flaming 
  deities stand throughout the vast chamber.
  A secret door behind the altar can be located by making 
  a successful DC 16 Wisdom (Perception) check while 
  examining that area with adequate light.
  Once located, the door can be opened with a knock 
  spell, or by succeeding on a DC 12 Intelligence 
  (Investigation) check.
  8.
  A spare bed, clothing, and emergency rations are stored 
  here, as are 2 potions of healing (labeled in Ignan).
  9.
  1 cult leader dwells in this well-furnished room. The 
  furniture includes a writing desk, with calligrapher's 
  supplies, accompanied by a high-backed wooden chair.
  If surprised in this chamber, the cult leader will attempt 
  to summon assistance, or talk its way out of trouble 
  until reinforcements can be found. If alerted before the 
  party arrives, the cult leader will make use of Area 8.
  There is a loose stone in the wall, in a shadowy corner 
  of the room, which can be located with a successful DC 
  14 Wisdom (Perception) check. A simple leather pouch 
  is secreted behind the stone. This pouch contains: 2 
  pieces of bloodstone (worth 50gp each), 129gp, 32sp, 
  and 14cp.
  The secret door in the left-hand wall can be found and 
  opened in the same fashion as the one in Area 7.
  10.
  1 homunculus lurks behind the curtains that conceal this
  private shrine, attempting to remain hidden from 
  intruders; unless the cult leader is dead, in which case 
  the party will find a fresh puddle of noxious goo.
  Two silver candlesticks (worth 5gp each) stand on a 
  simple wooden altar, which is flanked by a pair of unlit 
  iron braziers filled with coal and incense.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  10
  
  Cult Hideout
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  11
  
  Fire Cult Leader
  Medium humanoid (genasi), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +3
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Ignan, Primordial
  Challenge 4 (1,100 XP)
  Dark Devotion. The cult leader has advantage on saving
  throws against being charmed or frightened.
  Innate Spellcasting. The cult leader's innate 
  spellcasting ability is Constitution (spell save DC 12, +4
  to hit with spell attacks). It can innately cast the 
  following spells, requiring no material components:
  At will: produce flame
  1/day: burning hands
  Spellcasting. The cult leader is a 7th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). The cult leader has the 
  following cleric spells prepared:
  Cantrips (at will): light, resistance, sacred flame, 
  thaumaturgy
  1st level (4 slots): command, faerie fire, protection 
  from evil and good
  2nd level (3 slots): blindness/deafness, lesser 
  restoration, scorching ray
  3rd level (3 slots): dispel magic, protection from energy
  4th level (1 slot): wall of fire
  Actions
  Multiattack. The cult leader makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage.
  Reactions
  Fire Absorption (Recharges after a Short or Long 
  Rest). When the cult leader is subjected to fire damage, 
  it takes no damage and instead regains a number of hit 
  points equal to the fire damage dealt.
  Fire Cult Fanatic
  Medium humanoid (human), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages Common, Ignan
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11). The 
  fanatic has the following cleric spells prepared:
  Cantrips (at will): light, resistance, sacred flame
  1st level (4 slots): bane, burning hands, command
  2nd level (3 slots): blindness/deafness, hold person
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage.
  Fire Cult Initiate
  Medium humanoid (human), chaotic evil
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Dark Devotion. The initiate has advantage on saving 
  throws against being charmed or frightened.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  12
  
  Magma Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 22 (5d6 + 5)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1) 12 (+1)
  7 (-2)
  10 (+0) 10 (+0)
  Skills Stealth +3
  Damage Vulnerabilities cold
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a 
  burst of lava. Each creature within 5 feet of it must 
  make a DC 11 Dexterity saving throw, taking 7 (2d6) 
  fire damage on a failed save, or half as much damage on
  a successful one.
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of magma.
  Innate Spellcasting (1/Day). The mephit can innately 
  cast heat metal (spell save DC 10), requiring no 
  material components. Its innate spellcasting ability is 
  Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) 
  fire damage.
  Fire Breath (Recharge 6). The mephit exhales a 15-
  foot cone of fire. Each creature in that area must make a
  DC 11 Dexterity saving throw, taking 7 (2d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Steam Mephit
  Small elemental, neutral evil
  Armor Class 10
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Ignan
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a 
  cloud of steam. Each creature within 5 feet of the 
  mephit must succeed on a DC 10 Dexterity saving 
  throw or take 4 (1d8) fire damage.
  Innate Spellcasting (1/Day). The mephit can innately 
  cast blur, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire 
  damage.
  Steam Breath (Recharge 6). The mephit exhales a 15-
  foot cone of scalding steam. Each creature in that area 
  must make a DC 10 Dexterity saving throw, taking 4 
  (1d8) fire damage on a failed save, or half as much 
  damage on a successful one.
  Homunculus
  Tiny construct, neutral
  Armor Class 13 (natural armor)
  Hit Points 5 (2d4)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  15 (+2) 11 (+0) 10 (+0) 10 (+0)
  7 (-2)
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, Ignan, and 
  Primordial but can't speak
  Challenge 0 (10 XP)
  Telepathic Bond. While the homunculus is on the same 
  plane of existence as its master, it can magically convey
  what it senses to its master, and the two can 
  communicate telepathically.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage, and the target must 
  succeed on a DC 10 Constitution saving throw or be 
  poisoned for 1 minute. If the saving throw fails by 5 or 
  more, the target is instead poisoned for 5 (1d10) 
  minutes and unconscious while poisoned this way.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  13
  
  Salamander Hatchery
  Level 9 Challenge
  These caves can be located in any area of volcanic 
  activity, whether near the surface or far underground.
  1.
  This is the entrance to the salamander hatchery.
  2.
  2 salamanders and 4 fire snakes are here. The 
  salamanders are guarding the eggs in Area 3, which lies 
  across a slow moving lava flow.
  One of these salamanders wears a bracelet of fiery 
  conversation (see following page), allowing it to speak 
  Common. If the characters aren't immediately hostile, it 
  will ask for their aid eradicating the kruthik in Area 6.
  The salamanders have no other treasure here.
  3.
  Several salamander eggs are here, each a two-foot-
  diameter sphere of smoldering obsidian.
  4.
  3 salamanders are here, guarding against kruthik 
  incursions. Four charred kruthik bodies litter the area.
  If the party approaches peacefully and indicates its 
  intention to slay more kruthik, the salamanders will let 
  them pass unhindered.
  5.
  These tunnels are 5 feet in diameter. They may continue
  beyond the map or be blocked by either a new lava 
  flow, or a recent cave-in.
  6.
  6 adult kruthik and 8 young are here. They respond 
  aggressively to all other creatures.
  Hatchery
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  14
  
  Salamander (x5)
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 5 (1,800 XP)
  Heated Body. A creature that touches the salamander or
  hits it with a melee attack while within 5 feet of it takes 
  7 (2d6) fire damage.
  Heated Weapons. Any metal melee weapon the 
  salamander wields deals an extra 3 (1d6) fire damage on
  a hit (included in the attack).
  Actions
  Multiattack. The salamander makes two attacks: one 
  with its spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, or 13 (2d8 + 4) piercing damage if used with 
  two hands to make a melee attack, plus 3 (1d6) fire 
  damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 
  (2d6) fire damage, and the target is grappled (escape 
  DC 14). Until this grapple ends, the target is restrained, 
  the salamander can automatically hit the target with its 
  tail, and the salamander can't make tail attacks against 
  other targets.
  Bracelet of Fiery Conversation
  Wondrous item
  This golden bracelet is inscribed with Dwarvish runes, 
  which spell the word 'comprehension' in Primordial.
  While this bracelet is on your person, if you can speak 
  and understand Common, Ignan, or Primordial, you can 
  speak and understand each of those languages.
  Fire Snake (x4)
  Medium elemental, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 11 (+0)
  7 (-2)
  10 (+0)
  8 (-1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Ignan but can't speak
  Challenge 1 (200 XP)
  Heated Body. A creature that touches the snake or hits 
  it with a melee attack while within 5 feet of it takes 3 
  (1d6) fire damage.
  Actions
  Multiattack. The snake makes two attacks: one with its 
  bite and one with its tail.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) 
  fire damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 
  (1d6) fire damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  15
  
  Adult Kruthik (x6)
  Medium monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 15 (+2)
  7 (-2)
  12 (+1)
  8 (-1)
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 11
  Languages Kruthik
  Challenge 2 (450 XP)
  Keen Smell. The kruthik has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The kruthik has advantage on an attack 
  roll against a creature if at least one of the kruthik's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Tunneler. The kruthik can burrow through solid rock at
  half its burrowing speed and leaves a 5-foot diameter 
  tunnel in its wake.
  Actions
  Multiattack. The kruthik makes two stab attacks or two 
  spike attacks.
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Spike. Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Young Kruthik (x8)
  Small monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., burrow 10 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 16 (+3) 13 (+1)
  4 (-3)
  10 (+0)
  6 (-2)
  Senses darkvision 30 ft., tremorsense 60 ft., passive 
  Perception 10
  Languages Kruthik
  Challenge 1/8 (25 XP)
  Keen Smell. The kruthik has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The kruthik has advantage on an attack 
  roll against a creature if at least one of the kruthik's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Tunneler. The kruthik can burrow through solid rock at
  half its burrowing speed and leaves a 2½-foot diameter 
  tunnel in its wake.
  Actions
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  16
  
  Fire Giants
  Level 12 Challenge
  These caves can be located in any hot region, whether 
  near the surface or far underground.
  1.
  This is the entrance to the fire giants' lair.
  2.
  10 hell hounds dwell here. They attack all intruders, 
  alerting the giants with their loud barking as they do so.
  3.
  1 fire giant dreadnought dwells here. Unless the hell 
  hounds in Area 2 were neutralized before they could 
  raise the alarm, this giant will be ready for combat when
  the party arrives.
  If not immediately attacked, it will boast of its strength 
  and prowess, and delight in informing the characters 
  that they are about to be crushed under its boots.
  The giant's treasure is kept in a sack on the far side of 
  the cave. Aside from random junk, it contains: a 
  silvered warhammer, a giant-sized dice set, a silver tray 
  (worth 25gp), a piece of amber (worth 100gp), 260gp, 
  108sp, and 86cp.
  4.
  2 fire giants live in these caves. They are busy arguing 
  when the party arrives – possibly about whether or not 
  to investigate the hell hounds' barking.
  They are hostile toward intruders, especially if those 
  intruders killed all of their pets.
  Each giant has its own collection of junk and a selection
  of coins totaling: 5pp, 184gp, 19sp, and 401cp.
  Giants' Lair
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  17
  
  Fire Giant Dreadnought
  Huge giant, lawful evil
  Armor Class 23 (plate, shields)
  Hit Points 187 (15d12 + 90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  9 (-1)
  23 (+6)
  8 (-1)
  10 (+0) 11 (+0)
  Saving Throws Dex +4, Con +11, Cha +5
  Skills Athletics +13, Perception +5
  Damage Immunities fire
  Senses passive Perception 15
  Languages Giant
  Challenge 14 (11,500 XP)
  Dual Shields. The giant carries two shields, each of 
  which is accounted for in the giant's AC. The giant must
  stow or drop one of its shields to hurl rocks.
  Actions
  Multiattack. The giant makes two fireshield attacks.
  Fireshield. Melee Weapon Attack: +13 to hit, reach      
  5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage 
  plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
  Rock. Ranged Weapon Attack: +13 to hit, range 
  60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning 
  damage.
  Shield Charge. The giant moves up to 30 feet in a 
  straight line and can move through the space of any 
  creature smaller than Huge. The first time it enters a 
  creature's space during this move, it makes a fireshield 
  attack against that creature. If the attack hits, the target 
  must also succeed on a DC 21 Strength saving throw or 
  be pushed ahead of the giant for the rest of this move. If
  a creature fails the save by 5 or more, it is also knocked 
  prone and takes 18 (3d6 + 8) bludgeoning damage, or 
  29 (6d6 + 8) bludgeoning damage if it was already 
  prone.
  Fire Giant (x2)
  Huge giant, lawful evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  9 (-1)
  23 (+6) 10 (+0) 14 (+2) 13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach  
  10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 
  60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning 
  damage.
  Hell Hound (x10)
  Medium fiend, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 14 (+2)
  6 (-2)
  13 (+1)
  6 (-2)
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Infernal but can't speak it
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound's allies
  if within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage.
  Fire Breath (Recharge 5-6). The hound exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  18
  
  Fire Mage
  Level 19 Challenge
  This encounter takes place in the streets of a small to 
  medium sized settlement, anywhere on dry land.
  A powerful fire genasi mage and two efreeti are making
  a scene in destructive fashion. They look an awful lot 
  like the trio on the cover of this document.
  Three efreeti... no, two efreeti and a half-breed, a genasi, 
  stand in the street, surrounded by flaming buildings.
  The half-breed is a tall woman with a fiery complexion and 
  a flaming head. She wears scale armor, and appears to be 
  the leader of the three, or perhaps just the spokesperson.
  The genasi is named Infernia. She is the offspring of an 
  efreeti noble, who has learned to harness and abuse her 
  inherent power. The efreeti follow her willingly, and 
  battle fearlessly by her side.
  These fiery interlopers are offering their destructive 
  services, which they are happily demonstrating on local 
  buildings. They demand considerable payment 
  however, to be paid in precious gems, and seem intent 
  on continuing to demonstrate their abilities until paid.
  Option 1
  Infernia offers to destroy another settlement of the 
  resident populace's choosing, in return for considerable 
  payment. She and her allies will continue to destroy 
  local property until paid or driven off.
  If payment if offered, she will produce a contract that 
  establishes her objective and names the paying party.
  Once the contract is signed and payment is received, 
  she will leave to fulfill her task.
  Option 2
  Infernia offers to destroy a specific settlement with 
  which the resident populace has a grudge or rivalry, in 
  return for considerable payment. She and her allies will 
  continue to destroy local property until paid or driven 
  off.
  If payment if offered, she will produce a contract that 
  establishes her objective and names the paying party.
  Once the contract is signed and payment is received, 
  she will reveal a second contract indicating that the 
  target settlement has also paid her, to destroy the locals.
  Combat
  It is probable that battle will commence sooner or later. 
  Infernia has cast mind blank already, using her 8th-level
  spell slot, and one of the efreeti has used plane shift.
  Though resistant to fire damage, Infernia is not 
  immune, so the trio will be careful not to catch her with 
  their attacks. However, they show no such concern for 
  innocent bystanders or their property.
  Though they show no mercy in battle, the trio will halt 
  their attack if considerable payment is offered.
  They will withdraw from the fight if they appear to be 
  in danger of defeat, but the efreeti will not abandon 
  Infernia if circumstances prevent them from leaving 
  together.
  Loot
  Infernia has a component pouch on her belt, as well as a
  bag of holding that contains the following treasure: her 
  spellbook (see below); 2 fire opals, 1 star ruby, 1 
  emerald, and 1 yellow sapphire (worth 1,000gp each); 3
  topaz, 1 black pearl, and 1 aquamarine (worth 500gp 
  each); 4 amber, 2 amethyst, 2 jet, 1 garnet, and 1 
  tourmaline (worth 100gp each); 2 potions of greater 
  healing (labeled in Ignan); a leather pouch containing 
  12 silvered darts; a bottle of exceptional wine (worth 
  50gp); calligrapher's supplies, including several dubious
  contracts waiting for completion; alchemists supplies; 3 
  sets of fine clothing; 4 vials of perfume; and a 
  bloodstone hound figurine (see below).
  The efreeti do not carry any treasure.
  Spellbook
  Infernia's spellbook contains the following spells, in 
  addition to those listed in her stat block: burning hands, 
  comprehend languages, detect magic, feather fall, 
  identify, Tenser's floating disk; blur, continual flame, 
  knock, levitate, see invisibility; clairvoyance, phantom 
  steed, slow, water breathing; arcane eye, conjure minor
  elementals, polymorph, wall of fire; conjure elemental, 
  contact other plane, legend lore; arcane gate, sunbeam;
  etherealness; control weather, telepathy; shapechange.
  Figurine of Wondrous Power
  Wondrous item
  Bloodstone Hound. This bloodstone statuette is carved 
  in the likeness of a vicious-looking dog. It can become a
  hell hound for up to 6 hours. Once it has been used, it 
  can't be used again until 7 days have passed.
  In all other ways, this figurine of wondrous power 
  works like any other in the Dungeon Master's Guide.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  19
  
  Infernia, Genasi Mage
  Medium humanoid (genasi), chaotic evil
  Armor Class 16 (scale armor)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 14 (+2) 20 (+5) 14 (+2) 14 (+2)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, Deception +6, History +13, 
  Perception +6, Persuasion +6
  Damage Resistances damage from spells, fire
  Senses darkvision 60 ft., passive Perception 16
  Languages Aquan, Auran, Common, Draconic, Ignan, 
  Primordial, Terran
  Challenge 12 (8,400 XP)
  Innate Spellcasting. Infernia's innate spellcasting 
  ability is Constitution (spell save DC 14, +6 to hit with 
  spell attacks). She can innately cast the following spells,
  requiring no material components:
  At will: produce flame
  1/day: burning hands
  Magic Resistance. Infernia has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. Infernia is an 18th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 17, +9 to 
  hit with spell attacks). Infernia has the following wizard
  spells prepared:
  Cantrips (at will): control flames^, dancing lights, fire 
  bolt, mage hand, message
  1st level (4 slots): absorb elements^, expeditious 
  retreat, protection from evil and good
  2nd level (3 slots): Aganazzar's scorcher^, 
  pyrotechnics^, scorching ray
  3rd level (3 slots): counterspell, dispel magic, fireball, 
  fly, Melf's minute meteors^
  4th level (3 slots): dimension door, elemental bane^, 
  fire shield
  5th level (3 slots): hold monster, immolation^
  6th level (1 slot): investiture of flame^, true seeing
  7th level (1 slot): delayed blast fireball, plane shift, 
  reverse gravity
  8th level (1 slot): mind blank
  9th level (1 slot): meteor swarm
  ^spell found in Xanathar's Guide to Everything
  Actions
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Efreeti (x2)
  Large elemental, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)
  Saving Throws Int +7, Wis +6, Cha +7
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 11 (7,200 XP)
  Elemental Demise. If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, 
  leaving behind only equipment the efreeti was wearing 
  or carrying.
  Innate Spellcasting. The efreeti'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: detect magic
  3/day each: enlarge/reduce, tongues
  1/day each: conjure elemental (fire elemental only), 
  gaseous form, invisibility, major image, plane shift, 
  wall of fire
  Actions
  Multiattack. The efreeti makes two scimitar attacks or 
  uses its Hurl Flame twice.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage plus 7 
  (2d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range    
  120 ft., one target. Hit: 17 (5d6) fire damage.
  Feedback
  If you found this document useful, please consider leaving a 
  review on the website:
  https://www.dmsguild.com/product/258838/Playing-with-Fire
  A review doesn't need to be an exhaustive in-depth analysis. 
  A brief mention of what you liked or disliked will always be 
  appreciated.
  General comments and questions are welcome too.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Playing with Fire
  20
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Playing with Fire.pdf