Ignid
This was a monster that I made for my Whiterock campaign, you can read about it in action in Magic Shop Owners Session 6, ignid tooth daggers have also been used by my players since then. This was a really fun encounter I recommend giving it a go in your own games. It was generated with help from the Random Esoteric Creature Generator.
Ignid Stats
Has 8 legs that are all insect like on it's upper body and an incredibly long snaking tail. It's scales provide a hard almost impenetrable exterior. The Ignid is also permanently on fire providing a glow wherever it goes through the caves. Attracted by loud noises it roams cave systems like a minotaur in a maze.
Players will hear flames crackling like a bonfire before they see it. They will smell fire and burning wood. When it stands upright it will often fill a mineshaft with its body, and it's tail reaches back for miles often causing it to wrap back around on itself

| Armor Class | -2 [21] |
|---|---|
| Hit Dice | 12 (54 hp) |
| Attacks | Spit Fire (see below) or Bite (1d8+4 + fire) |
| THAC0 | 10 [+9] |
| Movement | 120’ (40’) |
| Saving Throws | D8 W9 P10 B10 S12 |
| Morale | 9 |
| Alignment | Neutral |
| XP | 2000 |
| Number Appearing | 1 |
| Treasure Type | Ignids will excrete charcoal, and their scales are incredibly valuable. The scales are both light and strong so can be used to make excellent armour. The flesh beneath the scales can be used to make fire resistance potions. |
- Crystal Heart: ignids will protect a crystal heart with all of their might, this is the source of their power and when destroyed the Ignid will be extinguished and die
- Immunities: fire damage
- Resistances: non-magical weapons do half damage due to thick scales
- Weaknesses: water damage
- On Fire: Getting too close does 1 damage per turn until fire is put out
- Spit Fire: Ranged up to 60' 1d6+2 and does fire damage over time on unsuccessful spell save (1hp per turn until put out)
- Dispel Magic: The ignid's fire glows green before spell effects against it are removed, or it spits green fire up to 30' to remove spell effect on target
- Movement:
- Starts at crystal heart
- Moves 20' per turn
- If it hears a loud noise then it will take the shortest path to it and move at 50' briefly
- Otherwise even chance of taking any direction at an intersection unless it is a dead end
- Will not got to the surface