Armor Class: 1
Hit Dice: 9*
Move: 90’ (30’)
Flying: 240’ (80’)
Attacks: 1 grasp
Damage: See below
No. Appearing: 1-4 (2-40)
Save As: Fighter: 9
Treasure Type: Special
XP Value: 1,600
Helions are intelligent giant-sized creatures made of fire. They are native to the Elemental Plane of Fire, and are rarely encountered elsewhere. Helions are extremely good, and shun violence.
A helion appears as a 20’ diameter ring of flame. It is immune to poison, normal weapons,
all 1st and 2nd level spells, and to all attacks based on earth.
A helion can detect invisible at will, and can use detect magic, dispel magic, wall of fire, and earth to fire 3 times per day. It can also control fire completely, changing it to solid, liquid, or gaseous form at will (Saving Throw applies for fire-type creatures).
A helion attacks by forming a ring around its opponent. If its Hit roll is successful, it
wraps around the victim, who then cannot move. The helion may squeeze for 2-16 points of damage (per round), but rarely tries to damage opponents in this way, preferring to negotiate peaceful terms. It will, however, defend itself if attacked.
Helions are famous philosophers and negotiators. Their enemies are the efreet and the haoou, and they fear water-type creatures and attacks.
The Sun Brothers (see module X2) are distant relatives of helions who dwell on the Prime Plane.
CLIMATE/TERRAIN: Any fire
Freq: Very rare
INTELLIGENCE: High (14)
FREQUENCY: Lawful good
No. APPEARING: 1d4+1
MOVEMENT: 9, fly 24 (A)
Hn DICE: 9
No. OF ATTACKS: 1
DAMAGE~AXACK: 2d8 (squeeze)
SPECIAL ATTACKS: Spells, trap
SPECIAL DEFENSES: See below
SIZE: T-G (1'-40' diam.)
MORALE: Elite (14)
XP VALUE: 6,000
Helions (HEE-lee-ons) are native to the Elemental Plane of Fire, and characters rarely encounter them elsewhere. These extremely good creatures shun violence of all sorts.
A helion normally looks like a huge (20-foot diameter) ring of pulsating flame. However, helions can twist their bodies in an extraordinary range of motion; they can shnnk down to a mere 1 foot across or expand their diameters to 40 feet.
Combat: Helions loathe combat and, even in the midst of battle, constantly search for a more peaceful resolution to conflict. When in combat, a helion attempts to form a ring around its opponent. On a successful attack roll, the elemental shrinks around its victim(s) in a trap. (The helion can control its own temperature and will not burn a trapped victim.) It can squeeze its captured foe for 2d8 points of damage per round, but it rarely tries to damage opponents this way, preferring to negotiate peaceful terms.
A helion-can use detect magic, dispel magic, wall of fire, and purifying flame (works as a cure diseuse spell) three times per day. Additionally, a helion can cast affect normal fires at will. It casts all spells at 9th level. Helions, though immune to all flame-based attacks, remain vulnerable to water-based attacks, from which they suffer double damage.
Habitat/Society: Helions form tight family groups known rings. Each ring has ld4+1 members. Rings of helions move methodically about the Elemental Plane of Fire, meeting to discuss and debate phdosophical matters of all kinds.
Ecology: The helions are famed philosophers and negotiators. In times of great crisis, brave adventurers journey to the Elemental Plane of Fire to find aid for their people. The main foes of helions include the efreet and the elementals of chaos.