From: Tanglebark Menagerie

Fiery creatures resembling hounds made of living flames. They roam the more volcanic parts of the dungeon, leaving behind trails of warmth and light. Emberhounds can be wild and unpredictable, but characters with Animal Handling might form temporary bonds, gaining companions capable of manipulating flames to overcome challenges.

Lore: Tanglebark Menagerie Emberhounds
Emberhounds, born of the molten heart of the Tanglebark Menagerie’s volcanic regions, embody the fiery essence of the dungeon itself. Conjured into existence through Lyria Whisperleaf’s fascination with elemental forces and her desire to infuse the dungeon with vitality, these fiery hounds are a manifestation of raw energy and passion. Resembling hounds made of living flames, they leave behind trails of warmth and light as they roam the volcanic parts of the Menagerie.

Values:

  • Level: 1
  • Health Points: 8
  • Armor Class: 11
  • Speed: 40 ft
  • Challenge Rating: 1/2 (100 XP)

Skills:

  • Animal Handling: +1

Strategy: Emberhounds possess an unpredictable nature, reflecting the untamed energy of fire. They can be both fierce and unpredictable, making them challenging to approach. Characters with Animal Handling can form temporary bonds with Emberhounds, allowing them to harness the creatures’ control over flames to overcome obstacles and adversaries.

Attacks:

  • Fiery Bite: The Emberhound lunges forward and attempts to bite its target. It makes a melee attack with a +3 to hit, dealing 1d6 + 1 fire damage on a hit.
  • Flame Burst: The Emberhound exhales a burst of flames in a 15-foot cone. Each creature in the area must succeed on a DC 11 Dexterity saving throw, taking 2d4 fire damage on a failed save, or half as much damage on a successful one.

Vulnerabilities:     Water: Emberhounds are vulnerable to water-based attacks or effects. Contact with water can extinguish their flames temporarily, causing them to lose their Flame Burst ability for one round.

Tags:

  • Elemental: Emberhounds are creatures of elemental fire, and they are immune to fire damage. Additionally, they can ignite flammable objects on contact.

Strategy: Interacting with Emberhounds requires a combination of caution, bravery, and a deep understanding of their fiery nature. Characters with the Animal Handling skill can attempt to establish a connection, potentially gaining powerful allies for overcoming challenges:

  • Flame Manipulation: Characters who form bonds with Emberhounds can command them to use their Flame Burst ability strategically, igniting obstacles or enemies.
  • Heat Source: Emberhounds’ presence can warm areas, offering temporary respite from cold environments or potentially triggering the activation of heat-sensitive mechanisms.
  • Intimidation: The mere presence of Emberhounds can be used to intimidate adversaries vulnerable to fire damage, potentially granting characters an advantage in negotiations or combat.

Emberhounds embody the raw energy of fire and the dungeon’s volcanic regions. Characters who embrace their fiery companionship can harness their power to traverse obstacles, control flames, and enhance their own capabilities within the Tanglebark Menagerie.

Battle Tactics: Emberhounds are fierce and dynamic combatants, utilizing their fiery nature to their advantage. They prefer to engage foes from a distance, using their Flame Burst ability to inflict area damage. If confronted in melee, they resort to their Fiery Bite attack. They are also known to create walls of flames to control the battlefield and obstruct opponents’ movements. When wounded or provoked, their flames might intensify, making them more dangerous but also more vulnerable to water-based attacks.

Sounds: Emberhounds emit a low, resonant rumbling sound that is accompanied by the crackling of flames. Their growls are fiery and menacing, reminiscent of the roar of a blazing inferno. When they use their Flame Burst ability, the sound escalates into a roaring crescendo of flames, creating a fearsome auditory display.

Environment: Emberhounds are found in the more volcanic and fiery regions of the Tanglebark Menagerie. They are at home in landscapes of molten lava, bubbling geysers, and sulfurous vents. Their fiery nature is harmonious with these environments, and they contribute to the overall atmosphere of elemental power that characterizes these regions.

Remains and Uses: When Emberhounds cease to exist, they leave behind a collection of ember-like fragments, known as “Inferno Embers.” These embers contain residual fire magic and can be used in various ways:

  • Weapon Enchantment: Blacksmiths and enchanters might embed Inferno Embers into weapons to grant them temporary fire-based enhancements or damage.
  • Alchemical Catalysts: Alchemists can use Inferno Embers as a catalyst for crafting fire-themed potions, such as those that grant resistance to fire damage or provide temporary bursts of fiery power.
  • Pyromancy Focus: Sorcerers and wizards with a focus on fire magic might use Inferno Embers as components in crafting magical items that enhance their pyromantic abilities.

The remains of Emberhounds symbolize the intense energy and destructive power of fire. Their Inferno Embers offer a way to channel and amplify that energy, allowing characters to wield the flames for both practical and magical purposes.

When an Emberhound is noticed, the five senses and multiple extra-sensory perceptions convey a vivid and intense experience:

  • Sight
    • Perception:
      • The Emberhound appears as a hound-shaped mass of living flames, with flickering, ever-changing patterns of fire making up its body.
      • Its eyes glow like molten embers, radiating a fierce and mesmerizing light.
      • Trails of fire follow the Emberhound as it moves, leaving a path of glowing embers and charred ground.
    • Description:
      • The flames that compose the Emberhound’s body are a mix of bright oranges, yellows, and occasional streaks of blue, creating a dynamic and captivating visual display.
      • The hound’s form is both majestic and intimidating, with the constant movement of the flames giving it a sense of life and power.
    • Positives:
      • The sight of an Emberhound can be awe-inspiring, evoking a sense of wonder at its elemental beauty and raw power.
      • The light it emits can illuminate dark volcanic regions, providing visibility and warmth.
    • Negatives:
      • Its intense brightness can be blinding if stared at for too long, causing discomfort or temporary vision impairment.
      • The sight of an Emberhound can also be terrifying, especially for those unfamiliar with such creatures, invoking fear and anxiety.
  • Sound
    • Perception:
      • Emberhounds emit a low, resonant rumbling, like the distant growl of a large predator combined with the crackling and popping of burning wood.
      • When using their Flame Burst ability, the sound escalates into a roaring crescendo, similar to a sudden flare-up of a bonfire.
    • Description:
      • The growls are deep and menacing, adding to the creature’s intimidating presence.
      • The crackling sounds are constant, akin to the noise of a campfire but much louder and more intense.
    • Positives:
      • The sounds of an Emberhound can alert characters to its presence, preventing surprise encounters.
      • The growling can serve as a deterrent to other threats, using the Emberhound’s presence to keep them at bay.
    • Negatives:
      • The continuous noise can be unsettling and distracting, making it hard to concentrate or communicate.
      • The roaring during a Flame Burst can be startling and may induce panic in some individuals.
  • Smell
    • Perception:
      • The air around an Emberhound is filled with the sharp, acrid scent of burning wood and sulfur.
    • Description:
      • The smell is strong and pervasive, reminiscent of a bonfire mixed with the pungent odor of volcanic gases.
    • Positives:
      • The distinct smell can serve as an early warning sign of the Emberhound’s presence, allowing characters to prepare or avoid it.
      • For those accustomed to volcanic regions, the scent might be familiar and less jarring.
    • Negatives:
      • The strong odor can be overpowering and unpleasant, potentially causing nausea or respiratory discomfort.
      • Prolonged exposure to the smell can lead to a desensitization to other, more subtle scents in the environment.
  • Touch
    • Perception:
      • The heat radiating from an Emberhound can be felt from a distance, growing more intense as one gets closer.
    • Description:
      • The warmth is intense, like standing near a large open flame, and can cause discomfort or burns upon close contact.
    • Positives:
      • The heat can be beneficial in cold environments, providing warmth and preventing hypothermia.
      • Controlled contact can be used to ignite fires for practical purposes, such as cooking or creating light sources.
    • Negatives:
      • The risk of burns and injury is high, making close interaction dangerous without proper precautions.
      • The constant heat can lead to dehydration and heat exhaustion if exposed for extended periods.
  • Taste
    • Perception:
      • The taste of the air around an Emberhound is dry and metallic, with a hint of ash.
    • Description:
      • The dryness can parch the mouth and throat, while the metallic taste is reminiscent of iron or copper, combined with the bitterness of ash.
    • Positives:
      • The distinctive taste can serve as an additional sensory cue to the creature’s presence, useful in low-visibility situations.
    • Negatives:
      • The unpleasant taste can cause discomfort and distract from other activities.
      • It can also lead to a dry mouth and throat, necessitating frequent hydration.
  • Extra-Sensory Perceptions
    • Perception:
      • Characters with heightened magical sensitivity or perception might sense the raw elemental energy emanating from an Emberhound.
    • Description:
      • This energy feels like a pulsing, almost tangible force, radiating waves of power and intensity.
    • Positives:
      • The magical aura can provide insight into the Emberhound’s capabilities and intentions, aiding in strategic planning.
      • It can also serve as a source of inspiration or empowerment for those attuned to fire or elemental magic.
    • Negatives:
      • The overwhelming energy can be disorienting or overwhelming for those unprepared or sensitive to strong magical forces.
      • It can also attract unwanted attention from other magical entities or creatures in the vicinity.

Interacting with an Emberhound engages all the senses in a vivid and intense manner, providing both opportunities and challenges for those who encounter these fiery creatures. The combination of awe-inspiring visuals, intimidating sounds, and palpable heat makes the experience memorable, but also demands caution and respect for the untamed elemental force embodied by the Emberhounds.

Tale of the Fiery Guardians of Tanglebark

Long, long ago, in the days when the earth was still young and the skies were filled with unbridled magic, there lived creatures of great wonder and terror. Among these creatures, none were more feared and revered than the Emberhounds, the Fiery Guardians of Tanglebark.

It is told that in a time even older than the old, when the world was but a raw and untamed wilderness, there existed a place of molten rock and boiling earth, known to us now as the Tanglebark Menagerie. Within this seething land of fire and fury, a powerful sorceress named Lyria Whisperleaf called forth beings of flame to protect her enchanted domain. These beings, born of the volcanic heart and shaped by Lyria’s hand, were the Emberhounds.

The Emberhounds were unlike any other creatures. Their bodies were composed of living flames, ever-changing and flickering with the colors of the deepest fires. They roamed the volcanic regions of Tanglebark, their presence a harbinger of both warmth and destruction. They left trails of embers in their wake, lighting the dark paths and scorching the earth beneath their feet.

But the story goes that these fiery beasts were not merely mindless monsters. In those ancient days, there were those brave enough to seek the wisdom of the Emberhounds. It was said that if a mortal could approach an Emberhound with a heart full of courage and a mind clear of fear, they could forge a bond with the fiery guardian. Such a bond was temporary, lasting only as long as the mortal’s spirit could withstand the heat and fury of the flame. Yet, during this bond, the Emberhound would lend its power to the mortal, granting them the ability to command flames and traverse the most treacherous fiery terrains.

One such tale speaks of a hero named Kael, a warrior with a heart of gold and nerves of steel. Kael ventured into the heart of the Tanglebark Menagerie, seeking the aid of an Emberhound to rescue his village from a harsh winter that threatened to freeze all life. Through trials of fire and bravery, Kael managed to tame an Emberhound, who guided him back to his village. The warmth and light of the Emberhound melted the snows and brought life back to the frozen land. Kael’s people were saved, and the Emberhound returned to its volcanic home, leaving behind a trail of embers as a reminder of its fiery presence.

The story of Kael and the Emberhound has been passed down through generations, often told by the flickering light of a campfire. But as the story was told and retold, the words became twisted, and the meanings changed. It is said that in the retelling, the Emberhounds became not just guardians of fire, but symbols of the raw, untamed power that lies within all beings, waiting to be harnessed by those brave enough to seek it.

And so, the moral of the story, as it has come down to us through the ages, is this: Within the heart of fire lies the potential for both creation and destruction. Only those with courage and clarity can harness the flame’s true power and bring forth its light.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Emberhound

  • STR: 70
  • CON: 50
  • SIZ: 40
  • DEX: 60
  • INT: 25
  • POW: 60
  • HP: 9
  • Move: 10
  • Damage Bonus: +1D4
  • Attacks:
    • Fiery Bite: 45%, 1D6+1D4 fire damage
    • Flame Burst: 40%, targets in a 15-foot cone must make a DEX roll or take 2D4 fire damage (half on a success)
  • Armor: Immune to fire damage. Vulnerable to water-based attacks (double damage).
  • Skills: Stealth 30%, Track 40%
  • Spells: None
  • Sanity Loss: 0/1D4 Sanity points
  • Description: Fiery creatures resembling hounds made of living flames, Emberhounds roam volcanic areas, leaving trails of warmth and light. They are unpredictable but can be temporarily tamed by those with high Animal Handling skill.

Blades in the Dark

Emberhound

  • Tier: 2
  • Quality: 2
  • Scale: Standard
  • Abilities:
    • Fiery Bite: On a successful attack, deals 1 harm and sets the target on fire, causing 1 harm per round until extinguished.
    • Flame Burst: Emits a burst of flames in a 15-foot cone. Targets must resist or take 2 harm.
  • Special Armor: Immune to fire. Takes additional 1 harm from water-based attacks.
  • Clock: 6-segment clock to tame Emberhound with Animal Handling or similar skill.
  • Description: Emberhounds, creatures of living flames, guard the volcanic regions of Tanglebark Menagerie. They can be fierce and unpredictable, but with skill and bravery, they can be tamed to assist in fiery challenges.

Dungeons & Dragons (5th Edition)

Emberhound

  • Medium Elemental, Neutral
  • Armor Class: 11
  • Hit Points: 27 (5d8 + 5)
  • Speed: 40 ft.
  • STR: 12 (+1)
  • DEX: 15 (+2)
  • CON: 12 (+1)
  • INT: 4 (-3)
  • WIS: 10 (+0)
  • CHA: 6 (-2)
  • Skills: Perception +2, Stealth +4
  • Damage Immunities: Fire
  • Damage Vulnerabilities: Cold, Water
  • Senses: Darkvision 60 ft., Passive Perception 12
  • Languages: Understands Ignan but cannot speak
  • Challenge: 1/2 (100 XP)
  • Actions:
    • Fiery Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) fire damage.
    • Flame Burst (Recharge 5-6): The Emberhound exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 9 (2d4) fire damage on a failed save, or half as much damage on a successful one.
  • Description: Emberhounds, composed of living flames, wander the volcanic regions, leaving behind trails of warmth and light. They can be fierce and unpredictable but may be tamed by skilled handlers to assist with fire-related challenges.

Knave

Emberhound

  • Armor: 14
  • Hit Points: 9
  • Attack: +3 to hit, 1d6+1 fire damage (Fiery Bite)
  • Abilities: Flame Burst (cone of flame, 2d4 fire damage, save vs. DEX for half)
  • Traits:
    • Immune to fire damage.
    • Vulnerable to water attacks (take double damage).
  • Description: Fiery creatures resembling hounds made of living flames, Emberhounds roam volcanic areas, leaving trails of warmth and light. They are unpredictable but can be temporarily tamed by those with the skill to do so.
  • Special Abilities:
    • Characters with Animal Handling can attempt to tame Emberhounds, forming a temporary bond and commanding them to manipulate flames to overcome obstacles.

Fate Core

Emberhound

  • Aspects:
    • High Concept: Fiery Guardian of the Volcanic Regions
    • Trouble: Unpredictable Nature
    • Aspect: Embodiment of Living Flames
  • Skills:
    • Good (+3): Athletics
    • Fair (+2): Fight, Stealth
    • Average (+1): Notice, Physique
  • Stunts:
    • Fiery Bite: +2 to Fight rolls when attacking with a bite.
    • Flame Burst: Once per conflict, can create an advantage using a burst of flame, affecting all in a zone.
    • Immune to Fire: Automatically succeed in defense against fire-based attacks.
  • Stress and Consequences:
    • Stress: 3 boxes
    • Consequences: Mild (2), Moderate (4), Severe (6)
  • Description: Emberhounds, creatures of living flames, roam volcanic regions, leaving trails of warmth and light. Their fiery nature makes them both awe-inspiring and dangerous.

Numenera & Cypher System

Emberhound

  • Level: 3
  • Motive: Guard volcanic areas
  • Health: 9
  • Damage Inflicted: 4 (Fiery Bite)
  • Armor: 2
  • Movement: Long
  • Modifications: Stealth as level 4 in volcanic or fiery areas
  • Combat:
    • Flame Burst: Exhales a burst of flames in a 10-foot cone, dealing 6 points of damage to all within the area (Speed defense roll for half damage).
  • Special Abilities:
    • Immune to fire: Does not take damage from fire or heat-based attacks.
    • Vulnerable to water: Takes an additional 2 points of damage from water-based attacks.
  • Interaction: Characters with animal handling or similar skills can attempt to tame an Emberhound, forming a temporary bond and commanding it to manipulate flames.
  • Use: Emberhounds serve as both obstacles and potential allies, depending on how players choose to interact with them.

Pathfinder (2nd Edition)

Emberhound

  • Creature: Emberhound (Medium Elemental, Neutral)
  • Perception: +6; darkvision
  • Languages: Ignan (understands but cannot speak)
  • Skills: Acrobatics +7, Stealth +7
  • STR: +1, DEX: +4, CON: +2, INT: -3, WIS: +1, CHA: -1
  • AC: 18
  • HP: 27
  • Fort: +6, Ref: +10, Will: +4
  • Speed: 40 ft.
  • Melee:
    • Fiery Bite: +9 (reach 5 ft.), 1d6+4 fire damage
  • Ranged:
    • Flame Burst (arcane, evocation, fire): 1 action, 15-foot cone, 2d4 fire damage (DC 16 basic Reflex save for half damage)
  • Immunities: Fire
  • Weaknesses: Water vulnerability (takes 5 additional damage from water-based effects)
  • Abilities:
    • Blaze: The Emberhound leaves a trail of fire in its wake. Any creature that moves into or through this trail takes 1d6 fire damage (Reflex save DC 14 for half).
  • Description: Emberhounds are fiery creatures resembling hounds made of living flames. They are native to volcanic regions and can be tamed by those with the skill to handle their unpredictable nature.

Savage Worlds (Adventure Edition)

Emberhound

  • Attributes:
    • Agility d8
    • Smarts d4
    • Spirit d6
    • Strength d6
    • Vigor d6
  • Skills:
    • Fighting d8
    • Notice d6
    • Stealth d8
  • Pace: 8; Parry: 6; Toughness: 5
  • Special Abilities:
    • Fiery Bite: Str+d4 fire damage
    • Flame Burst: As an action, can exhale a burst of flame in a Small Burst Template. Anyone within the area must make an Agility roll (–2) or take 2d6 fire damage.
    • Immunity (Fire): Immune to all fire-based damage.
    • Weakness (Water): Takes double damage from water-based attacks.
    • Fiery Aura: Any adjacent creature takes 1d4 fire damage at the end of the Emberhound’s turn.
  • Edges:
    • Fleet-Footed: +2 to Pace.
  • Description: Emberhounds, creatures of living flames, roam volcanic regions, leaving trails of warmth and light. They are fierce and unpredictable but can be temporarily tamed by those with the skill to handle them.

Shadowrun (6th Edition)

Emberhound

  • Attributes:
    • Body: 4
    • Agility: 5
    • Reaction: 4
    • Strength: 3
    • Willpower: 3
    • Logic: 2
    • Intuition: 4
    • Charisma: 2
    • Edge: 1
  • Condition Monitor:
    • Physical: 10
    • Stun: 9
    • Armor: 2 (natural fire aura)
    • Initiative: 8 + 1d6
    • Movement: 8/16
  • Skills:
    • Perception: 5
    • Sneaking: 6
    • Unarmed Combat: 7
  • Attacks:
    • Fiery Bite: Attack Rating 8, 6P (fire) damage
    • Flame Burst: Area attack (cone), 6P fire damage, Resist with Agility + Reaction (Threshold 3)
  • Qualities:
    • Fire Immunity: Immune to all fire-based damage
    • Vulnerability to Water: Takes additional 2P damage from water-based attacks
  • Description: Fiery creatures resembling hounds made of living flames. They roam volcanic areas, leaving trails of warmth and light. Can be tamed with high Animal Handling skills, granting temporary flame manipulation abilities.

Starfinder

Emberhound

  • CR: 1
  • XP: 400
  • Type: Medium elemental (fire)
  • Init: +4
  • Senses: Darkvision 60 ft.; Perception +5
  • Defense:
    • EAC: 11
    • KAC: 13
    • HP: 20
    • Fort: +2
    • Ref: +4
    • Will: +0
    • Resistances: Fire 10
    • Weaknesses: Vulnerable to cold
  • Offense:
    • Speed: 40 ft.
    • Melee: Fiery Bite +7 (1d6+3 fire)
    • Ranged: Flame Burst (15-ft. cone, 2d4 fire, Reflex DC 12 half)
  • Statistics:
    • STR: +1
    • DEX: +4
    • CON: +2
    • INT: -2
    • WIS: +0
    • CHA: -1
  • Skills: Acrobatics +8, Stealth +8
  • Languages: Ignan (understands but cannot speak)
  • Special Abilities:
    • Fiery Aura: Adjacent creatures take 1 fire damage at the start of the Emberhound’s turn.
    • Flame Burst: Exhales flames in a 15-ft. cone (once per 1d4 rounds).
  • Description: Emberhounds, creatures of living flames, roam volcanic regions. Fierce and unpredictable, they can be tamed by skilled handlers to assist with fire-related challenges.

Traveller (Mongoose 2nd Edition)

Emberhound

  • Attributes:
    • Strength: 6
    • Dexterity: 8
    • Endurance: 6
    • Intelligence: 4
    • Education: 2
    • Social Standing: 0
  • Skills:
    • Athletics (Coordination) 1
    • Stealth 1
    • Survival 2
    • Endurance Points: 12
    • Armor: 3 (natural fire aura)
    • Speed: 10 meters
  • Attacks:
    • Fiery Bite: Melee, 2D damage (plus 2D fire damage)
    • Flame Burst: Ranged (cone), 3D fire damage, targets make Dexterity check to avoid (8+)
  • Traits:
    • Immune to Fire: No damage from fire-based attacks
    • Vulnerable to Water: Takes double damage from water-based attacks
  • Description: Emberhounds, beings of living flames, patrol volcanic regions, leaving trails of warmth and light. Can be temporarily tamed by those with high animal handling skills.

Warhammer Fantasy Roleplay (4th Edition)

Emberhound

  • Attributes:
    • WS: 40
    • BS: 0
    • S: 35
    • T: 30
    • Ag: 45
    • Int: 15
    • WP: 30
    • Fel: 10
    • I: 40
    • Wounds: 14
    • Move: 8
  • Skills: Perception 40, Stealth 45
  • Traits:
    • Armor (2): Natural fire aura
    • Fiery Bite: Melee, SB+3, Ignores 1 AP, Causes Ablaze condition
    • Flame Burst: Special attack, 15-ft. cone, Agility Test or suffer 2D fire damage, Ablaze condition
  • Special Rules:
    • Immunity (Fire): No damage from fire-based attacks
    • Weakness (Water): Takes double damage from water-based attacks
    • Fiery Aura: Adjacent creatures take 1D fire damage at the start of the Emberhound’s turn
  • Description: Emberhounds, fiery creatures resembling hounds made of living flames, inhabit volcanic regions. They can be fierce and unpredictable but may be tamed by those skilled in handling wild beasts.