Two lawful elementals as different as fire and ice: a gentle, peace-loving ring of living flame prized as a negotiator, and a cold, crablike ice artisan with leanings toward evil.
Natives of the four elemental planes, these intelligent beings are committed to preserving order everywhere, each kind in its own way. Poison, normal weapons and spells of 1st and 2nd level cannot harm them, and every one can use detect invisibility at will.
Pronounced HEE-lee-on, a helion dwells on the plane of fire and is rarely met elsewhere. These deeply good beings detest violence. A helion usually takes the form of a throbbing ring of fire 20 feet across, but it can tighten to just 1 foot wide or swell to 40 feet.
Even mid-fight, a helion keeps seeking a peaceful way out. When forced to act, it tries to encircle an enemy, and a successful attack roll traps the victim or victims inside the ring. It controls its own heat, so it need not burn a captive, and seldom chooses to; if it does, the prisoner takes 2d8 points of damage per round. It would far rather talk terms.
Three times a day each, it can cast wall of fire, dispel magic, detect magic, and purifying flame, which works like cure disease. It can use affect normal fires at will, and all its spells function at 9th level. Flame-based attacks cannot hurt it, but water-based attacks deal double damage.
Helions live in close family groups called rings, each of 1d4+1 members, which travel their plane in orderly fashion and gather to debate philosophy. Renowned as thinkers and peacemakers, they are sometimes sought out by brave heroes who travel to the plane of fire to plead for help in desperate times. Their chief enemies are efreet and elementals of chaos.
Hydraxes come from the plane of water and are the elementals of law least inclined to leave home. Each is a big crab of deep blue ice with an 8-foot body, six legs and two claws.
A hydrax fights with its two frozen claws, at 1d10 points of damage apiece, or with magic. As a 9th-level caster it can use transmute dust to water, wall of ice, dispel magic, web and detect magic three times a day, plus reflecting pool once a week. Water-based attacks do not harm it, but fire-based attacks always deal maximum damage.
Orderly in conduct, hydraxes are loners who tend to side with evil. They spend their days building intricate cities and beautiful devices with tools carved from ice, rarely collaborating directly; instead each one waits its turn before adding its piece to these odd communal works. Undines and erdeens are their usual enemies, and they fear earth creatures and earth attacks, especially those of erdeens.
More: Monsters starting with F · Mystara monsters · All monsters A-Z
Related: Air/Earth Elemental of Law
| Helion | Hydrax | |
|---|---|---|
| Climate/Terrain | Any fire | Any water |
| Frequency | Very rare | Very rare |
| Organization | Family | Solitary |
| Activity Cycle | Any | Any |
| Diet | Fire | Ice |
| Intelligence | High (14) | Very (12) |
| Treasure | Nil | Nil |
| Alignment | Lawful good | Lawful evil or Lawful neutral |
| No. Appearing | 1d4+1 | 1 |
| Armor Class | 1 | 2 |
| Movement | 9, Fl 24 (A) | 6, Sw 18 |
| Hit Dice | 9 | 5-12 |
| THAC0 | 11 | 5-6 HD: 15 7-8 HD: 13 9-10 HD: 11 11-12 HD: 9 |
| No. of Attacks | 1 | 2 |
| Damage/Attack | 2d8 (squeeze) | 1d10 (claw)/1d10 (claw) |
| Special Attacks | Spells, trap | Spells |
| Special Defenses | See below | See below |
| Magic Resistance | Nil | Nil |
| Size | T-G (1-40' diam.) | L (8' wide) |
| Morale | Elite (14) | Elite (14) |
| XP Value | 6,000 | 5 HD: 1,400 6 HD: 2,000 7 HD: 3,000 8 HD: 4,000 9 HD: 5,000 10 HD: 6,000 11 HD: 7,000 12 HD: 8,000 |