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Elemental; Helion

by John Walter Biles

Helion Level 9 Controller
Gargantuan elemental animate XP 400
Initiative -1 Senses Perception +0; darkvision; blindsight 12
HP 97; Bloodied 48
AC 23; Fortitude 19, Reflex 21, Will 21
Immune disease, poison, sleep, breathing, eating,
Resist Acid 10, Fire 15
Speed 6
m Fiery Touch (standard; at-will)
Reach 4; +13 vs. AC; 1d8+5 Fire Damage and 5 ongoing Fire Damage
M Engulf (standard; at-will)
The Helion moves into the target’s space, moving up to its base speed, which draws opportunity attacks, then +13 vs. Reflex; on a success, this inflicts 1d8+5 fire and the target is now restrained inside the Helion; he automatically moves with it if it moves and must escape as per grab to stop being restrained. So long as he is inside it, he suffers 5 fire damage at the start of his round. This counts as a charge, ending his turn.
M Immolate (standard; at-will against a restrained target inside himself)
+13 vs. Fortitude; 2d8+5 Fire Damage
Earth to Fire (standard; Refresh 5-6) | Fire
The ground beneath the target’s feet transmutes into fire briefly, immolating them.
Burst 3 within 10 squares; +13 vs. Reflex; 1d8+5 Fire damage and 5 Ongoing Fire Damage
Dispel Magic (standard; encounter) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +13 vs. Will; this negates one targeted zone or conjuration.
Wall of Fire (standard; encounter) | Fire, Zone
This creates a 10 square zone of fire, arranged however the Helion likes; all squares must be adjacent to at least one other fire square. Anyone entering a fire square or beginning their turn in it takes 2d8+5 Fire Damage; anyone who begins their turn adjacent to a square takes 1d8+5 Fire Damage. Squares offer total concealment against ranged attacks if the LOS is traced through them, unless the attacker has Fire Resistance or Blindsight. The zone lasts until the end of the Helion’s next turn. Sustain Minor: The Wall of Fire lasts another turn.
Alignment Good Languages Common, Primordial, Supernal, + others
Skills Arcane +14, Diplomacy +12, Insight +14, History +14, Religion +14
Str 17 (+7) Dex 17 (+7) Wis 20 (+9)
Con 17 (+7) Int 20 (+9) Cha 16 (+7)

Helions resemble a 20’ diameter Pillar of Fire. They are philosophers, thinkers, and diplomats, not warriors, fighting only if they must or to defend something important. Native to the Elemental plane of Fire, they fear water creatures and attacks. The Efreet and the Haoou (Aerial Servants) are their greatest enemies.

Greater Helion Level 19 Controller
Gargantuan elemental animate XP 2400
Initiative -1 Senses Perception +0; darkvision; blindsight 12
HP 137; Bloodied 68
AC 33; Fortitude 30, Reflex 31, Will 31
Immune disease, poison, sleep, breathing, eating,
Resist Acid 15, Fire 20
Speed 6
m Fiery Touch (standard; at-will)
Reach 4; +24 vs. AC; 2d6+7 Fire Damage and 10 ongoing Fire Damage
M Engulf (standard; at-will)
The Helion moves into the target’s space, moving up to its base speed, which draws opportunity attacks, then +23 vs. Reflex; on a success, this inflicts 2d6+7 fire and the target is now restrained inside the Helion; he automatically moves with it if it moves and must escape as per grab to stop being restrained. So long as he is inside it, he suffers 15 fire damage at the start of his round. This counts as a charge, ending his turn.
M Immolate (standard; at-will against a restrained target inside himself)
+23 vs. Fortitude; 3d8+7 Fire Damage
Earth to Fire (standard; Refresh 5-6) | Fire
The ground beneath the target’s feet transmutes into fire briefly, immolating them.
Burst 3 within 10 squares; +23 vs. Reflex; 2d6+7 Fire damage and 10 Ongoing Fire Damage
Dispel Magic (standard; encounter) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +23 vs. Will; this negates one targeted zone or conjuration.
Wall of Fire (standard; encounter) | Fire, Zone
This creates a 10 square zone of fire, arranged however the Helion likes; all squares must be adjacent to at least one other fire square. Anyone entering a fire square or beginning their turn in it takes 3d8+5 Fire Damage; anyone who begins their turn adjacent to a square takes 2d6+7 Fire Damage. Squares offer total concealment against ranged attacks if the LOS is traced through them, unless the attacker has Fire Resistance or Blindsight. The zone lasts until the end of the Helion’s next turn. Sustain Minor: The Wall of Fire lasts another turn.
Alignment Good Languages Common, Primordial, Supernal, + others
Skills Arcane +21, Diplomacy +19, Insight +21, History +21, Religion +21
Str 22 (+15) Dex 22 (+15) Wis 25 (+16)
Con 22 (+15) Int 25 (+16) Cha 21 (+14)