( Book of Exalted Deeds, p. 169)

RaceSize object (5) Outsider (Chaotic , Eladrin , Extraplanar , Good)

Hit dice: 8d8+8 (44 hp)

Initiative: +6

Speed: 40 ft. , Fly 90 ft. (Perfect)

Armor class: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22

Base Attack/Grapple: +8/+13

Attack: +3 greatsword +16 melee (2d6+10/19?20) or slam +13 melee (1d6+7 and 1d6 fire) or +5 javelin +15 ranged (1d6+10

Full Attack: +3 greatsword +16/+11 melee (2d6+10/19?20) or slam +13/+8 melee (1d6+7 and 1d6 fire) or +5 javelin +15/+10 ranged (1d6+10

Space/Reach: 5 ft./5 ft.

Special Attacks: Gaze, spell-like abilities, spells

Special Qualities: Alternate form, damage reduction 10/cold iron or evil, eladrin subtype, immunities, magic circle against evil, outsider traits, resistance to acid 10 and cold 10, song, spell resistance 27

Saves: Fort +7 (+11 against poison) Ref +8 Will +9

Abilities: Str 20, Dex 17, Con 12, Int 17, Wis 16, Cha 18

Skills: Bluff +11, Concentration +11, Diplomacy +11, Disguise (+11 acting) +9, Intimidate +6, Knowledge (the planes) +8, Perform (any one) +12, Sense Motive +8, Spellcraft +9, Survival (+5 on other planes) +3

Feats: Flyby Attack, Improved Initiative, Skill Focus (Perform [selected skill])

Environment: Olympian Glades of Arborea

Organization: Solitary or troupe (2?5

Challenge Rating: 10

Treasure: No coins; double goods; standard items

Alignment: Always chaotic good

Advancement: 9?16 HD (Medium); 17?24 HD (Larg

Level adjustment: +10

The creature resembles a red-haired elf with brightly glowing eyes that
hold flickering, dancing flames.


Firres seek to disrupt a battle with their wide array of spells and spelllike abilities before a fight can begin in earnest. When possible, they protect any innocents and precious items in the vicinity from harm before turning their attention to the enemy. When they do fight, they maneuver as pillars of fire, then transform into humanoid form to use their gaze and spell attacks, and finally wade into combat with their +3 greatswords or throw their +5 javelins (most firres carry four).

A firre's natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Gaze (Su): In humanoid form, the firre can gaze at a target within 60 feet and cause it to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 18 Fortitude save negates the blindness. The DC is Charisma-based.

Spell-Like Abilities: At will—detect thoughts (DC 16), fireball (DC 17), greater invisibility, persistent image (DC 19), polymorph, see invisibility, wall of fire; 1/day—prismatic spray (DC 21). Caster level 10th. The save DCs are Charisma-based.

Spells: A firre in humanoid form casts divine spells from the cleric list and the Chaos, Fire, Good, and Magic domains as a 12th-level cleric.

Typical Spells Prepared (6/6+1/5+1/5+1/3+1/3+1/2+1; save DC 13 + spell level): 0—detect magic, detect poison, guidance, mending, read magic, resistance; 1st—bless, detect evil, divine favor, sanctuary, ray of hope, shield of faith; 2nd—align weapon, bear's endurance, eagle's splendor, hold person, resist energy; 3rd—continual flame, dispel magic, invisibility purge, prayer, searing light; 4th—dimensional anchor, dismissal, tongues; 5th—break enchantment, dispel evil, flame strike; 6th—greater dispel magic, heal.

Alternate Form (Su): A firre can shift between its humanoid and fiery forms as a standard action. In humanoid form, it cannot fly or use its fiery slam attacks, but it can use its haze attack and spell-like abilities, make weapon attacks, sing, and cast spells. In the form of a pillar of fire, it can fly, make slam attacks, and use spell-like abilities, but cannot sing, cast spells, or use its gaze attack.

A firre remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a firre revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds firres, as the spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)

Song (Su): A firre has a captivating voice and can use bardic music just as a bard can, inspiring courage, fascinating, inspiring competence, or giving suggestions to those who hear it (see Bardic Music in Chapter 3 of the Player's Handbook). Unlike a bard, however, a firre can sing as often as it likes.