Back to the elementals...
Elemental of Chaos, Eolian
CLIMATE/TERRAIN: Any air
FREQUENCY: Very rare
ORGANIZATION: Clique
ACTIVITY CYCLE: Any
DIET: Air, clouds
INTELLIGENCE: Very (11)
TREASURE: Nil
ALIGNMENT: Chaotic (any)
NO. APPEARING: 1d4
ARMOR CLASS: 2
MOVEMENT: Fl 36 (A)
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 2d4 (buffet)/ 2d4 (buffet)
SPECIAL ATTACKS: Suffocation, spells
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (10’ long)
MORALE: Elite (13)
XP VALUE: 5,000
The elementals of chaos are intelligent creatures native to one of the four elemental planes. Each of these elementals pursues its own interests vigorously with little, if any, care for order on either its home plane or the Prime Material Plane.
All elementals of chaos are immune to poison, normal weapons, and 1st- and 2nd-level spells. They also can cast detect invisibility at will. Elementals of chaos cast spells at the 9th level of ability.
Eolian
Native to the Elemental Plane of Air, eolians appear as shifting wind-beings that look like heat shimmers, although they are actually cool and solid. The creatures, generally 10 feet long and not more than 5 feet wide, can shift their exact dimensions at whim.
Combat: An eolian plunges enthusiastically into battle, seeing it as the ultimate form of chaos. It normally attacks by buffeting its foe with its windy body. The creature can make assaults like this twice per round, causing 2d4 points of damage with each hit. Instead, if the eolian chooses, it can plunge part of its wavering body into the mouth and lungs of a foe. Doing so requires a successful attack against Armor Class 0. The victim then must make a saving throw vs. death magic or begin to suffocate, automatically suffering 1d8 points of damage per round. An eolian cannot attack while suffocating a foe, but enough of its body remains outside its victim that it can be attacked.
Eolians can cast each of the following spells three times per day: detect magic, dispel magic, and cloud kill. In addition, the creature can cast control winds and control temperature, 40-foot radius (only to reduce the temperature) each once per day. An eolian is immune to all air-based attacks, but remains vulnerable to earth-based assaults, which cause it double damage.
Habitat/Society: The vain eolians consider themselves chaos personified. They reflect the nature of their alignment so well that they even change it at least once a day, from chaotic good to chaotic neutral to chaotic evil. The homes of these creatures are vast, swirling maelstroms that catch up their belongings, constantly tossing them aloft.
Ecology: Eolians count anemos and krysts as enemies, as well as the highly regimented horde. They occasionally help adventurers, when the mood strikes them, although they later get the urge to betray or even harm their “friends."
Originally appeared in Mystara Monstrous Compendium Appendix (1994).