The Flamekin: A D&D Take on The Fire Gang from Labyrinth
I recently decided to watch the movie Labyrinth again because I had not seen it in a while and it is still such a good movie. When it comes to creatures that are both whimsical and terrifying, the Fire Gang (or Fireys) from Jim Henson’s Labyrinth stands out as a prime example. Their wild, anarchic nature and ability to detach their limbs give them a unique blend of dark humor and menace that makes them unforgettable. Translating such an iconic group into the world of Dungeons & Dragons provides an opportunity to create a memorable encounter that can challenge players in ways they might not expect. Here, we’ll explore how to bring the essence of the Fire Gang into your game as the Flamekin, detailing their inspiration, potential uses in a campaign, and a full stat block.
The Inspiration Behind the Flamekin
The Fire Gang in Labyrinth is a chaotic group of creatures known for their ability to detach and reattach their heads, arms, and legs at will. They’re playful, but their sense of fun is disturbingly morbid, as they delight in trying to involve the protagonist, Sarah, in their dismemberment games. They embody a kind of chaotic neutrality—dangerous but not entirely malevolent. This balance of whimsy and threat makes them a great template for a unique D&D monster.
In creating the Flamekin, we’ve taken these core aspects and adapted them into something that feels at home in the fantasy setting of D&D. The Flamekin are elemental beings of fire, infused with the chaotic spirit of the plane they hail from. They’re mischievous, reckless, and unpredictable, making them a perfect encounter for adventurers who think they’ve seen it all.
The Flamekin in Your Campaign
The Flamekin can be used in a variety of ways in your campaign, depending on the tone and style of your game. Here are a few ideas:
- A Misguided Ally: The Flamekin could be introduced as a potential ally who helps the party through a particularly fiery challenge—quite literally. They might guide the party through a dangerous volcanic region or assist in retrieving an item from a fire-based dungeon. However, their chaotic nature means they can’t be trusted to follow plans or stick to the script, leading to unexpected complications.
- A Chaotic Villain: As a villain, the Flamekin could lead a group of fire elementals or other chaotic creatures, causing havoc in a region. Their motivations might be as simple as seeking out new forms of entertainment, regardless of the destruction they cause. The party might need to find a way to outwit them or find something to appease their chaotic desires.
- A Challenging Encounter: In a dungeon or during wilderness exploration, encountering the Flamekin can provide a unique combat challenge. Their ability to detach and reattach their limbs, as well as their immunity to fire, requires players to think creatively. The encounter could be made even more dynamic if it takes place in an environment where fire plays a significant role, such as a burning forest or a collapsing magma chamber.
- Comic Relief: Sometimes, a game can benefit from a light-hearted encounter, and the Flamekin are perfect for this. They might try to engage the party in their games, offering bizarre and potentially dangerous forms of “fun.” The party could end up in a surreal situation where they have to dance, sing, or solve riddles to avoid becoming the Flamekin’s next toys.
Flamekin Stat Block
Here is the stat block for the Flamekin, designed to capture their chaotic nature and fiery abilities:
Flamekin
Medium Elemental, Chaotic Neutral
Armor Class: 15 (Natural Armor)
Hit Points: 95 (10d8 + 50)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 20 (+5) | 12 (+1) | 10 (+0) | 16 (+3) |
Saving Throws: Dex +8, Cha +7
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Ignan, Common
Challenge: 7 (2,900 XP)
Detachable Limbs: As a bonus action, the Flamekin can detach any of its limbs (head, arms, legs) and control them independently. Each limb has AC 15, 10 hit points, and the same movement speed as the Flamekin. Detached limbs act on the Flamekin’s initiative and can move up to 30 feet away from the Flamekin. They can still attack and use the Flamekin’s abilities. If a detached limb is reduced to 0 hit points, it is destroyed, but the Flamekin can regenerate it after a short or long rest.
Heated Body: A creature that touches the Flamekin or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Actions
Multiattack: The Flamekin makes three attacks: one with its bite and two with its claws. It can use its Detach ability as part of this attack.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage plus 7 (2d6) fire damage.
Detachable Toss (Recharge 5-6): The Flamekin can throw one of its detached limbs up to 60 feet as a ranged attack. The limb explodes on impact, dealing 18 (4d8) fire damage in a 10-foot radius (Dexterity DC 15 for half damage).
Cauterizing Blaze (3/Day): The Flamekin exhales a 15-foot cone of flame. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The area of the flame burns intensely for 1 minute, dealing 10 (3d6) fire damage to any creature that enters or ends its turn in the area.
Chaotic Dance (1/Day): The Flamekin begins a wild dance, causing all creatures within 30 feet to make a DC 15 Wisdom saving throw or be compelled to dance in place for 1 minute. A dancing creature is incapacitated and must use all its movement to dance. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Using the Flamekin in a Game
The Flamekin offers a blend of chaos, challenge, and humor that can enrich a D&D campaign. As a GM, you can use their unpredictable nature to keep players on their toes, forcing them to adapt to an encounter that might not follow the usual rules. Their ability to detach limbs can create a dynamic combat situation, where players must deal with multiple threats at once, each with its own tactics and movements.
The Flamekin’s personality should also shine through in their interactions with the party. They’re not mindless monsters; they’re playful, even if their games are dangerous. This gives you the opportunity to inject some dark humor into the game, making the encounter memorable not just for its mechanics, but for the characters’ experience.
In essence, the Flamekin are a perfect example of how inspiration from pop culture can be adapted into a new and exciting D&D monster. By taking the core idea of the Fire Gang from Labyrinth and blending it with the fantasy elements of D&D, you create a creature that is both familiar and fresh—something that will leave a lasting impression on your players.
But if you are looking to add these guys into your game and the above is too far above the level you are looking for why not try these instead?
Lesser Flamekin
Medium Elemental, Chaotic Neutral
Armor Class: 13 (Natural Armor)
Hit Points: 45 (6d8 + 18)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 16 (+3) | 10 (+0) | 10 (+0) | 14 (+2) |
Saving Throws: Dex +5, Cha +4
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Ignan, Common
Challenge: 3 (700 XP)
Detachable Limbs: As a bonus action, the Lesser Flamekin can detach one of its limbs (head, arms, or legs) and control it independently. Each detached limb has AC 13, 10 hit points, and can move up to 30 feet away from the Lesser Flamekin. Detached limbs act on the Flamekin’s initiative and can still attack or use the Flamekin’s abilities. If a detached limb is reduced to 0 hit points, it is destroyed, but the Flamekin can regenerate it after a long rest.
Heated Body: A creature that touches the Lesser Flamekin or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Actions
Multiattack: The Lesser Flamekin makes two attacks: one with its bite and one with its claw. It can use its Detach ability as part of this attack.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) fire damage.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 4 (1d8) fire damage.
Detachable Toss (Recharge 6): The Lesser Flamekin can throw one of its detached limbs up to 30 feet as a ranged attack. The limb explodes on impact, dealing 10 (3d6) fire damage in a 5-foot radius (Dexterity DC 13 for half damage).
Cauterizing Blaze (1/Day): The Lesser Flamekin exhales a 10-foot cone of flame. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
So, the next time you’re looking for a D&D creature that brings a mix of challenge, whimsy, and chaos, consider the Flamekin. Whether they’re allies, enemies, or something in between, they’re sure to light up your game in unexpected ways.
Thanks for reading. Until Next Time, Stay Nerdy!
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Ted Adams
The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table op role player for about 20 years 17 of which with the current group. I have played several itterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite being Quarrios.
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