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by Sheldon Morris

Large elemental, lawful good
Armour Class 15 (natural armour)
Hit Points 49 (9d10)
Speed 30 ft., fly 60 ft. (hover)
16 (+3)|10 (+0)|11 (+0)|16 (+3)|17 (+3)|15 (+2)
Saving Throws Int +5, Wis +5
Skills History +5, Persuasion +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Ignan, plus up to three other languages
Challenge 4 (1,100 XP)

Fire Aura. At the start of each of the helion's turns, each creature within 5 feet of it, or inside its fire ring, takes 5 (1d10) fire damage. Flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the helion or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Magic Resistance. The helion has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The helion's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The helion can innately cast the following spells, requiring no material components:

At will: see invisibility
3/day each: detect magic, dispel magic
1/day: wall of fire

Fire Ring. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage, plus 5 (1d10) fire damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the helion cannot fire ring another target.