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Spitzfire


Spitzfire belongs to the imp family and is characterized by its diminutive size, reddish-brown metallic bronze appearance. Its wings are angular, leathery, and calloused, giving it a distinct and sharp look, while its tail resembles that of a serpent. Despite its fiendish nature, Spitzfire has a remarkably charming and cute appearance, resembling a plush toy. It has large, expressive, and sparkling doe-eyes that exude humor and excitement, making it all the more endearing. Unlike most villainous fiends, Spitzfire is inherently social and relishes being around others. It derives great pleasure from meeting new people and forming deep and long-lasting bonds with them, making it an incredibly affectionate and loyal companion.

Inferno. Spitzfire has a strong attraction towards fire in all its manifestations. When taking a break or dozing off, he will invariably seek out the warmest source of heat possible, with a preference for rapidly-burning flames where he can snuggle up cozily among the embers. It's worth noting that this little imp has a pyromaniacal streak and harbors a fondness for the idea of a world ablaze. However, as much as he might relish the thought of everything burning in sheets of infernal flames, he recognizes that it would not serve his other needs and desires. As a result, he grudgingly suppresses his arsonistic urges.

Cloak-and-dagger activities. Spitzfire is a notorious mischief-maker, always sniffing out trouble and possessing an uncanny knack for inserting himself where he's not wanted. He subscribes to the philosophy that "your business is my business," which serves as the driving force behind all his actions. His primary occupation is dealing in secrets, engaging in shady transactions that border on the unscrupulous, and even venturing into commercial and political scheming. He often exchanges valuable information for goods and services, with little regard for the legality of his actions.

In his downtime, when he's not embroiled in a business project or on a covert mission, Spitzfire can be found lurking around the commercial district or ports of call. He remains hidden from sight, loitering near the docks or town gates, keeping his eyes and ears open for new arrivals, potential business opportunities, and the tantalizing secrets they bring with them.

Reputation. Spitzfire stands out from other devils due to the transformative effect that his time spent away from the Inferno has had on his identity and personality. He has shed his once sharp edges and become more mature and approachable. As an "individual," he has grown in profound ways, immersing himself in the rich tapestry of mortal emotions and experiences.

It's unclear exactly how or why Spitzfire left the Inferno to reside in the mortal realm, and he guards this secret closely. He refuses to divulge any details, even at great personal cost, suggesting that it remains a deeply personal matter for him.

Armor Class 13
Hit Points 64 (8d8+8)
Speed 20 ft., fly 40 ft.

STR
6 (-2)

DEX
17 (+3)

CON
13 (+1)

INT
11 (+0)

WIS
12 (+1)

CHA
17 (+3)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from non-magical attacks
Damage immunities Fire, Poison
Condition immunities poisoned
Senses Darkvision 120 ft., Passive Perception 11
Language Common, Infernal
Challenge Rating 5                    Proficiency Bonus +2

Chapechanger. Spitzfire can use his action to polymorph into a beast: a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into his true form. His abilities remain the same in each form, except for the speed changes noted. Any equipment he is wearing or carrying isn't transformed. He reverts to its true form if he dies.

Devil's Sight. Magical darkness doesn't impede Spitzfire’s darkvision.

Magic Resistance. Spitzfire has advantage on saving throws against spells and other magical effects.

Sting (Bite in Beast Form). Melee Weapon +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.

Invisibility. Spitzfire magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment Spitzfire wears or carries is invisible with him.

Spits Fire. Spitzfire can use a bonus action to hock a fire loogie (the consistency of a lava globule) at a target within 30 feet. The target must make a DC 13 Dexterity saving throw. On a failed save the loogie sticks to the target and inflicts 1d6 fire damage for the next 3 rounds.

 

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Spitzfire the Winged Wonder first appeared in the Actoroke side quest, "The Nearly Departed"

CREDITS
Spitzfire the Winged Wonder is unofficial Fan Content permitted under Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art by Tinnel Lovitt

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