Neutral Man-sized Monster (fire)
FREQUENCY: Very rare
NO. APPEARING: 3-18
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 9"
HIT DICE: 4 (hp 18)
% IN LAIR: nil
TREASURE TYPE: Q
THAC0: 16
MELEE: 2 claws (1d6 each) and bite (2d6)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: 'immunity' to metal, immune to fire and earth effects
WEAKNESS: vulnerability to air and water spells (+1 damage per CL)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +20%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common, Lava child
LEVEL: III (XP 150 + 4 per hp)
These humanoids are approximately the same size as a broadly-built man; however, they have a curious child-like appearance, with pinkish-white skin and a permanent smile on their faces.
They are the unnatural offspring of a union between spirits of earth and fire. Lava children live underground or in volcanic regions. It is said that their highest leaders are triple-classed warrior/magic-user/clerics of 7 hit dice.
In melee they fight with their clawed hands (1-6 hit points of damage each) and a surprisingly powerful bite for 2-12 hit points of damage.
They are peculiarly 'immune' to metal. Metal simply does not exist for lava children. Thus any metal object can pass through them without harming them and they can move through metal without hindrance. Any metal worn by a victim of their attack is ignored for the purposes of computing armor class.
Lava children are completely immune to fire and earth magic but vulnerable to air and water magic, taking one extra hit point of damage from the latter per level of the caster.
They speak their own sibilant tongue and the common tongue.
Most lava children have 4 hit dice and are of the fighter class, but some are exceptional.
In any group of 3-7, there will be one higher-level fighter — a 'warrior' with 5 hit dice - which hits at +1. A group of 8-10 will contain one warrior and one magic-user, also of 5 hit dice. A group of 11-14 will include one warrior, one magic-user and one cleric, each with 5 hit dice, while a group of 15-18 will include all the above plus one double-classed warrior/magic-user of 6 hit dice.
Magic-users have the use of the following spells, once each per day: affect normal fires, burning hands, feather fall, light, fools gold, pyrotechnics, fireball, and slow. They cast these spells at the 6th level of magic-use.
Clerics have the use of the following spells: cure light wounds, light, remove fear, find traps (x2), slow poison, continual light, dispel magic.