Air/Earth Elemental of Chaos

Two willful elementals of chaos: a vain, shimmering wind-being that can pour itself down a victim's throat, and a lumpy, ore-veined rock giant that loves to make the solid earth unstable.

Setting: Mystara · Sources: Monstrous Manual; Mystara Appendix

Elementals of Chaos

These thinking elementals come from the four elemental planes and chase their own whims with no regard for order anywhere. Every one shrugs off poison, normal weapons, and spells of 1st and 2nd level. Each can use detect invisibility whenever it likes, and their other spells function at 9th level.

Eolian

An eolian looks like the haze rising off hot stone, yet it is cool and quite solid. A typical one is about 10 feet long and no more than 5 feet across, though it reshapes itself as it pleases.

Battle thrills an eolian, which sees a good fight as chaos at its purest. It lashes with its gusting body twice a round for 2d4 points of damage per blow. Alternatively, a hit against Armor Class 0 lets it force part of itself into a target's mouth and lungs; the victim must save vs. death magic or start choking, taking 1d8 points of damage every round without further rolls. While smothering someone it makes no other attacks, and enough of it stays outside to remain a fair target.

It can cast cloud kill, dispel magic and detect magic three times a day each, plus control winds once a day and a once-daily control temperature (40-foot radius) used only to cool the air. Air-based attacks cannot hurt it, but earth-based attacks deal double damage.

Vain eolians consider themselves chaos made flesh, and their alignment drifts at least daily among chaotic good, neutral and evil. They live in vast whirling maelstroms where their belongings tumble endlessly aloft. Anemos, krysts and the regimented hordes are their enemies. On a whim an eolian may help adventurers, but sooner or later it feels driven to betray or even hurt them.

Erdeen

Natives of the plane of earth, erdeens are knobby rock creatures about 9 feet tall, shot through with seams of metal and ore. Despite their bulk they fight gracefully, pounding with both fists for 1d12 points of damage each or casting spells: earthquake, dispel magic and detect magic three times a day each, and transmute rock to mud at will. Earth-based attacks do nothing to them, but air-based attacks deal 3 extra points of damage per die.

Solitary and rarely seen off their home plane, erdeens that visit the material world stack soil and stone into strange, teetering shapes. Their homes keep collapsing, and the occupants just wander off to start again. They are amazed that anyone thinks earth is steady. Some trap explorers underground and drag them into odd debates about reality; a captive who pleases the whimsical creature may go free, though what pleases it is hard to guess.

A slain erdeen yields ores and metals worth 1d5 x 1,000 gp. Erdeens count the dull galeb duhr and the hydrax as enemies, loathe hordes, and dread air creatures and air attacks.

More: Monsters starting with A · Mystara monsters · All monsters A-Z
Related: Fire/Water Elemental of Chaos

Statistics

EolianErdeen
Climate/TerrainAny airAny earth
FrequencyVery rareVery rare
OrganizationCliqueSolitary
Activity CycleAnyAny
DietAir, cloudsEarth, metal
IntelligenceVery (11)Very (12)
TreasureNilSpecial
AlignmentAny chaoticChaotic neutral
No. Appearing1d41
Armor Class20
MovementFl 36 (A)18
Hit Dice810
THAC01311
No. of Attacks2 or 12
Damage/Attack2d4 (buffet)/2d4 (buffet)1d12 (fist)/1d12 (fist)
Special AttacksSuffocation, spellsSpells
Special DefensesSee belowSee below
Magic ResistanceNilNil
SizeL (10' long)L (9' tall)
MoraleElite (13)Elite (14)
XP Value5,0007,000