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Hydrax

by John Walter Biles

Evil crab-like (with 6 legs and three claws) ice elementals from the Elemental Plane of Water. They are highly organised, but rather nasty. Tool users and city-builders, they have their own civilisation in the elemental planes. They are hostile to the Undines and Kryst and fear the Elementals of Air.

Lesser Hydrax Icebolter, Level 6 Artillery
Large elemental beast (Water) XP 250
Initiative +7 Senses Perception +5; blindsight 6
HP 56; Bloodied 28
AC 18; Fortitude 17, Reflex 19, Will 17
Resist Cold 15 Fire 10
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Claw (standard; at-will if he has an empty claw)
Reach 2; +11 vs. Reflex; 1d8+2
r Ice Crossbow (standard; at-will)
Ranged 15; +13 vs. AC; 1d10+4 Cold damage
R Frost Bolt (standard; at-will)
Ranged 15; +11 vs. Fortitude; 1d6+4 Cold damage and slow (save ends)
Ice Web (standard; encounter) | Arcane
Burst 2 within 10 squares; +11 vs. Reflex; 1d6+4 and Immobilised (save ends)
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Primordial
Skills Stealth +12
Str 14 (+5) Dex 19 (+7) Wis 14 (+5)
Con 14 (+5) Int 10 (+3) Cha 10 (+3)
Equipment Ice Crossbow

Hydrax Icebolters provide support fire for Hydrax Soldiers, ensuring foes don’t escape and weakening them as the Soldiers close in for melee.

Lesser Hydrax Scout, Level 6 Lurker
Large elemental beast (Water) XP 250
Initiative +6 Senses Perception +5; blindsight 6
HP 62; Bloodied 31
AC 22; Fortitude 20, Reflex 17, Will 18
Resist Cold 15 Fire 10
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Claw (standard; at-will)
Reach 2; +11 vs. AC; 1d10+4 damage
Surprise Attack
Hydrax Scouts add +2d6 damage against foes they have Combat Advantage on
Transmute Water to Ice (standard; encounter) | Arcane, Cold
The Hydrax freezes 10 squares of water into ice; it can freely pass through these squares unhurt as normal terrain thanks to its powers; other creatures take 1d6+4 Cold damage if they start their turn next to the ice or on it. The ice blocks line of sight for non-Water creatures, and inflicts its cold damage on anyone attempting a melee attack against someone inside the ice (who also gets Cover benefits)
Water Camouflage
*Hydrax Scouts add +3 to Stealth when underwater or in icy environments
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Primordial
Skills Stealth +12 (15)*, Thievery +12 (14)**
Str 14 (+5) Dex 18 (+7) Wis 14 (+5)
Con 14 (+5) Int 16 (+3) Cha 14 (+5)
Equipment: Thieves’ Tools Of Ice Designed for Hydraxes**

Hydrax Scouts burrow through ice to spy on their foes, then lurch out and attack them by surprise. Or run away to get reinforcements. They can make their own ice if they need to, to some degree.

Lesser Hydrax Soldier, Level 6 Soldier
Large elemental beast (Water) XP 250
Initiative +6 Senses Perception +5; blindsight 6
HP 74; Bloodied 37
AC 22; Fortitude 20, Reflex 17, Will 18
Resist Cold 15 Fire 10
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Ice Axe (standard; at-will)
Reach 2; +13 vs. AC; 1d12+4 damage (16+1d12 on a crit) + 1d6 Cold Damage
M Claw (standard; at-will if he has an empty claw)
Reach 2; +11 vs. Reflex; 1d10+2 and target is restrained; this is a Grab and the target must Escape as usual. The Hydrax can grab up to two people, one claw each, and still whack people, including those he has grabbed, with his Ice Axe held in his third.
Dispel Magic (standard; encounter) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +11 vs. Will; this negates one targeted zone or conjuration.
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Primordial
Skills Endurance +12, Heal +10
Str 18 (+7) Dex 12 (+4) Wis 14 (+5)
Con 18 (+7) Int 10 (+3) Cha 10 (+3)
Equipment Ice Axe, First Aid Kit For Hydraxes

Hydrax Soldiers form the solid core of Hydrax military and raiding forces. They double as combat medics, using their ‘First Aid Kit’ (a large container of prepared ice crystals and liquids) to treat other Hydraxes. Such kits are not much use to species not made out of magically alive ice, however.

Lesser Hydrax Icelord, Level 8 Controller
Large elemental beast (Water) XP 350
Initiative +5 Senses Perception +7; blindsight 6
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 22, Will 20
Resist Cold 15 Fire 10
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Claw (standard; at-will)
Reach 2; +13 vs. AC; 1d8+2 damage.
Ice Storm (standard; at-will)
Burst 1 within 10 squares; +12 vs. Reflex; 1d8+5 Cold Damage
Ice Web (standard; Refresh 4-6) | Arcane, Cold
Burst 2 within 10 squares; +12 vs. Reflex; 1d8+5 Cold Damage and Immobilised (save ends)
Wall of Ice (standard; Refresh 6) | Arcane, Cold, Zone
The Icelord fills up to 10 adjacent squares with ice. The Ice provides total cover against any attack which crosses it and inflicts 1d8+5 cold damage on anyone who begins the turn adjacent to it. It lasts until the end of the Icelord’s next turn. Sustain Minor: The Wall of Ice lasts another turn.
Dispel Magic (standard; encounter) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +12 vs. Will; this negates one targeted zone or conjuration.
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Common, Primordial
Skills Arcane +14, Heal +12, Nature +12
Str 14 (+6) Dex 12 (+5) Wis 16 (+7)
Con 14 (+6) Int 20 (+9) Cha 15 (+6)
Equipment Ice Rituals Book, Ice Wand

Icelords rule Hydrax society. They are skilled ritualists and wielders of arcane might, unlocking the talents which all Hydrax possess in theory but which few master to full potential. Lesser Icelords are novices in this process and answer to the greater Icelords.

Greater Hydrax Icebolter, Level 18 Artillery
Large elemental beast (Water) XP 2000
Initiative +16 Senses Perception +14; blindsight 6
HP 134; Bloodied 67
AC 30; Fortitude 29, Reflex 31, Will 29
Resist Cold 20 Fire 15
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Claw (standard; at-will if he has an empty claw)
Reach 2; +23 vs. Reflex; 1d10+7
r Ice Crossbow (standard; at-will)
Ranged 15; +25 vs. AC; 2d8+7 Cold damage
R Frost Bolt (standard; at-will)
Ranged 15; +23 vs. Fortitude; 1d10+7 Cold damage and slow (save ends)
Ice Web (standard; Refresh 5-6) | Arcane
Burst 2 within 10 squares; +23 vs. Reflex; 1d10+7 Cold damage and Immobilised (save ends)
Defensive Manoeuvres (Immediate Interrupt; Refresh 5-6)
When someone attempts a ranged or area attack against him, all his defences rise by +4 against that attack. If this prevents him being hit, all his defences rise by 2 until the beginning of his next turn.
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Common, Primordial
Skills Stealth +21
Str 20 (+14) Dex 25 (+16) Wis 20 (+14)
Con 20 (+14) Int 20 (+14) Cha 16 (+12)
Equipment Ice Crossbow

Greater Icebolters like to pin foes with their webs, then shoot them over and over until they die or have to be webbed again. They never enter melee unless given no other choice.

Greater Hydrax Scout, Level 18 Lurker
Large elemental beast (Water) XP 2000
Initiative +20 Senses Perception +19; blindsight 6
HP 172; Bloodied 86
AC 32; Fortitude 30, Reflex 32, Will 30
Resist Cold 15 Fire 10
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Claw (standard; at-will)
The Scout may shift 1 before or after making the attack; Reach 2; +23 vs. AC; 2d8+7 damage
One-Two Strike (standard; Refresh 5-6)
+23 vs. AC; 3d10+6 damage and If the target attacks him before his next turn, he gets an immediate interrupt attack on the target: +21 vs. Reflex; 3d10+6 damage.
Surprise Attack
Hydrax Scouts add +3d6 damage against foes they have Combat Advantage on
The Great Escape (Immediate Reaction; Refresh 5-6)
When a Melee attack misses the Hydrax Scout, he immediately may shift 3.
Transmute Water to Ice (standard; encounter) | Arcane, Cold
The Hydrax freezes 15 squares of water into ice; it can freely pass through these squares unhurt as normal terrain thanks to its powers; other creatures take 1d10+7 Cold damage if they start their turn next to the ice or on it. The ice blocks line of sight for non-Water creatures, and inflicts its cold damage on anyone attempting a melee attack against someone inside the ice (who also gets Cover benefits)
Water Camouflage
*Hydrax Scouts add +3 to Stealth when underwater or in icy environments
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Common, Primordial
Skills Dungeoneering + 19, Stealth +21 (24)*, Thievery +21 (23)**
Str 20 (+14) Dex 24 (+16) Wis 20 (+14)
Con 20 (+14) Int 22 (+15) Cha 20 (+14)
Equipment: Thieves’ Tools Of Ice Designed for Hydraxes**

Greater Hydrax Scouts spy on the more dangerous enemies of their race, using their ability to move through ice to their advantage and making more ice if they have to.

Greater Hydrax Soldier, Level 18 Soldier
Large elemental beast (Water) XP 2000
Initiative +20 Senses Perception +14; blindsight 6
HP 176; Bloodied 88
AC 34; Fortitude 30, Reflex 32, Will 28
Resist Cold 20 Fire 15
Vulnerable Lightning 5
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Ice Axe (standard; at-will)
Reach 2; +25 vs. AC; 1d12+5 damage (17+1d12 on a crit) + 1d8 Cold Damage
M Claw (standard; at-will if he has an empty claw)
Reach 2; +23 vs. Reflex; 1d10+7 and target is restrained; this is a Grab and the target must Escape as usual. The Hydrax can grab up to two people, one claw each, and still whack people, including those he has grabbed, with his Ice Axe held in his third.
Whirling Ice Dervish (standard; Refresh 5-6)
Close Burst 2; The Greater Hydrax Soldier makes a Ice Axe attack on all enemies in the area of effect.
Dispel Magic (standard; Refresh 5-6) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +23 vs. Will; this negates one targeted zone or conjuration.
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Primordial
Skills Endurance +21, Heal +19
Str 24 (+16) Dex 28 (+18) Wis 20 (+14)
Con 24 (+16) Int 18 (+13) Cha 16 (+12)
Equipment Ice Axe, First Aid Kit For Hydraxes

Greater Hydrax Soldiers bodyguard Greater Icelords and command large military forces.

Greater Hydrax Icelord, Level 18 Controller
Large elemental beast (Water) XP 2000
Initiative +12 Senses Perception +14; blindsight 6
HP 171; Bloodied 85
AC 32; Fortitude 29, Reflex 32, Will 30
Resist Cold 20 Fire 15
Vulnerable Lightning 10
Speed 3; Swim 9; Burrow (Ice only) 6*, Icewalk
m Claw (standard; at-will)
Reach 2; +23 vs. AC; 1d8+2 damage.
Ice Storm (standard; at-will)
Burst 2 within 10; +22 vs. Reflex; 1d10+7 Cold Damage
Ice Web (standard; Refresh 4-6) | Arcane, Cold
Burst 2 within 10; +22 vs. Reflex; 1d10+7 Cold Damage and Immobilised (save ends)
Wall of Ice (standard; Refresh 5-6) | Arcane, Cold, Zone
The Icelord fills up to 10 adjacent squares with ice. The Ice provides total cover against any attack which crosses it and inflicts 1d10+7 cold damage on anyone who begins the turn adjacent to it. It lasts until the end of the Icelord’s next turn. Sustain Minor: The Wall of Ice lasts another turn.
Dispel Magic (standard; Refresh 5-6) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +22 vs. Will; this negates one targeted zone or conjuration.
Transmute Water to Ice (standard; encounter) | Arcane, Cold
The Hydrax freezes 15 squares of water into ice; it can freely pass through these squares unhurt as normal terrain thanks to its powers; other creatures take 1d10+7 Cold damage if they start their turn next to the ice or on it. The ice blocks line of sight for non-Water creatures, and inflicts its cold damage on anyone attempting a melee attack against someone inside the ice (who also gets Cover benefits). This ice endures for the rest of the encounter.
Ice Traveller
Hydrax can Icewalk and pass through Ice at a speed of 6
Alignment Evil Languages Common, Primordial
Skills Arcane +21, Heal +19, Nature +19, Religion +21
Str 19 (+13) Dex 17 (+12) Wis 21 (+14)
Con 19 (+13) Int 25 (+16) Cha 20 (+14)
Equipment Ice Rituals Book, Ice Wand

Greater Hydrax Icelords are the leaders of Hydrax society, potent ritualists and masters of ice magics. They are highly intelligent and devious, but also very educated and often academic in style.