Two chaotic elementals at opposite extremes: a meteor-swift ember that sets everything it touches ablaze for fun, and an invisible, shape-shifting water serpent that crushes foes in its coils.
Born on the elemental planes, these intelligent beings follow their own desires and care little for order. Poison, normal weapons and spells of 1st and 2nd level have no effect on them. All can use detect invisibility at will, and their other spells work at 9th level.
A pyrophor resembles a glowing coal about 5 feet across, its features always shifting, with tongues of flame flicking out from it. It is extremely fast, and streaking through the sky it looks like a small meteor.
Setting fires on the material world is its favorite pastime. It rakes foes with spiked fingers of flame twice a round for 2d6 points of damage each, and anything struck must save vs. wands or catch fire (stone, metal and other normally nonflammable things gain +4). Burning targets take 1d6 points of damage per round until the fire is out, which takes 1d4 rounds of rolling on the ground or one round submerged in water.
Fire-based attacks cannot harm it. It casts fire storm, minute meteors, dispel magic and detect magic three times a day each, and affect normal fires at will. Water-based attacks always deal it maximum damage.
Perhaps the most carelessly violent of all elementals, pyrophors play cruel games, washing parts of the material world in what they call cleansing flame. Harassing the lawful helions strikes them as great sport. They fear water creatures and water attacks, and especially despise undines and the hydrax.
Undines live on the plane of water and seldom leave it. There one usually takes the shape of a clear, featureless serpent, but it reshapes easily, sprouting tentacles when it needs to handle things. Submerged, it is invisible, and once per turn it can twist into a spinning coil and race along at movement rate 48 for up to five rounds.
Its fistlike pod strikes once per round for 2d8 points of damage, and after a hit it can wrap the target in its coils and squeeze for an automatic 1d10 points of damage each round. Anything of giant size or smaller can be held this way, unable to act, move or concentrate.
Up to three times a day each, it can cast transmute dust to water, ice storm, dispel magic, web and detect magic. Its web is spun of ice and holds victims like the normal spell, but fire melts it rather than burning, so those caught take no damage. Water-based attacks do not harm it; fire-based attacks deal double damage. On the material world it regains 3 hit points per round in water and loses 1 per round as it dries out of it.
Undines are loners who, like the djinn, help those they judge worthy. Their society and aims, if any, are a mystery. Helions and hordes are their enemies, and they fear fire creatures and flame attacks.
More: Monsters starting with F · Mystara monsters · All monsters A-Z
Related: Air/Earth Elemental of Chaos
| Pyrophor | Undine | |
|---|---|---|
| Climate/Terrain | Any fire | Any water |
| Frequency | Very rare | Very rare |
| Organization | Tribe | Solitary |
| Activity Cycle | Any | Any |
| Diet | Fire | Water |
| Intelligence | Very (12) | Average (11) |
| Treasure | Nil | Nil |
| Alignment | Chaotic evil | Chaotic good |
| No. Appearing | 1d6+1 | 1 |
| Armor Class | 3 | 4 |
| Movement | 12, Fl 36 | 9, Sw 24 |
| Hit Dice | 7 | 8 |
| THAC0 | 13 | 11 |
| No. of Attacks | 2 | 1 |
| Damage/Attack | 2d6 (lash)/2d6 (lash) | 2d8 (fist) or 1d10 (coil) |
| Special Attacks | Fire, spells | Spells, constriction |
| Special Defenses | See below | See below |
| Magic Resistance | Nil | Nil |
| Size | M (5' across) | L (12' long) |
| Morale | Steady (12) | Elite (13) |
| XP Value | 3,000 | 4,000 |