[The first of two Basic D&D commissions from @justicegundam82. See here if you’re interested in a commission of your own. All of the 80s Dungeons and Dragons I was familiar with was AD&D, so this was neat exploring an alternate system.]
Hydrax This creature resembles a
hexagonal crab made of ice, its body bluish-white in color. It has six legs and
three pincers, two in the normal places and one growing from its back like a
tail.
The
hydrax are cruel and orderly creatures native to the colder and airier reaches
of the Plane of Water. They are natural architects, and live in enormous hives
carved into the depths of icebergs and glaciers. Hydrax create their structures
in tripartite geometry—they consider three to be a sacred number and its
multiples to be lucky. Most hydrax view themselves as the natural masters of
the Plane of Water and seek to subjugate its other residents. Their worst
enemies are the chaotic and powerful marid.
In
combat, hydrax combine their magical and physical might to overwhelm opponents.
Enemies are typically engaged first at range, entangled in freezing webs and
bombarded with spells before the hydrax deign to engage them with their
razor-sharp claws. Although, like all creatures of cold, hydrax are vulnerable to
fire, they can use magic to protect themselves somewhat from its effects. This
has led to rumors that the hydrax are in fact immune to fire, rumors which the
canny creatures are happy to spread and exploit.
A hydrax
is six feet in diameter and stands three feet off the ground.
Hydrax are native to Cerul’s colder oceans, being more common in the south than the north. In the north, their hives occasionally conflict with the navies of Senksen.