Converting original D&D and Mystara monsters

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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).
 

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.

Here's what we did with the elementals of law...

Minor Spell Invulnerability (Ex): An elemental of law is immune to all spell effects of 2nd level or lower.

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.

A Large air elemental's ability scores are Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11. We can probably stick with those physical scores.

These guys have Int 11. Maybe boost Cha to 13 as well?
 
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Those ability scores sound good.

As for the suffocation, we should look to the belker for inspiration, as the actual suffocation rules in 3.x are much deadlier.
 

Sounds good. Added to Homebrews, using the anemo and Large air elemental as templates.

Here are the revlevant belker abiltiies...

Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).
 


Save vs attack roll doesn't make too much of a difference to me. But since it does seem like an engulfing type of attack, save probably makes the most sense.

Does the casting at 9th level of ability mean these should be inherent sorcerers or something? Did the elementals of law have any statement about casting like this?
 

Does the casting at 9th level of ability mean these should be inherent sorcerers or something? Did the elementals of law have any statement about casting like this?

It's the old-school way of stating "caster level". ;)
 


Right. ;)

On further review, it seems that the "suffocating strike" is more like a grapple effect, since the eolian can no longer attack while doing so, but it remains able to be attacked. Here's an attempt...

Suffocating Strike (Ex): As a standard action, an eolian can attempt to plunge part of its wavering body into the mouth and lungs of a grappled foe. The target must succeed on a DC x Reflex save or begin to suffocate (see the suffocation rules in the DMG). The save DC is Constitution-based. Additionally, the victim takes 1d8 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace, but remains grappled. Any effect that breaks the grapple immediately frees the victim from the suffocating strike.
 

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