Eldraal

elemental · CR 3 · from Monsters for AD&D
Eldraal
StatisticValue
Climate/TerrainLava Elemental Plane
FrequencyRare
OrganizationServants
Activity CycleAny
DietNil
IntelligenceAverage (8-10)
TreasureNil
AlignmentNeutral
No. Appearing1-4
Armor Class1
Movement9", 3" Tunnel
Hit Dice3+3
THAC017
No. of Attacks3
Damage/Attack1d8/1d8/1d8
Special Attacksburning touch
Special Defensesregeneration
Magic ResistanceNil
SizeL (8')
MoraleUnsteady (5-7)
XP Value270

Description

This servant being from the plane of lava is magically created to carry out the whims of its masters. It resembles little more than a big, shapeless blob of molten rock. An Eldraal lacks any will of its own and has only a modest intelligence. They are large, bulky, and clumsy creatures who are suited for little more than simple labor. In the prime material plane, however, these creatures can be very dangerous entities due to their magma bodies.

Combat

The Eldraal are designed to perform physical labor for their lava elemental masters and they have no combat training. Nevertheless they do possess the means to defend themselves and they can prove formidable opponents when called upon to fight. They can form up to three limbs from their bodies that can stretch a maximum distance of 10'. In addition to the physical damage caused by these rocky limbs, the impact leaves behind a piece of red-hot rock that continues to burn the struck location. This burning rock causes 1d6hp of damage on the second round and 1d4hp on the third. Any possessions struck by this burning touch must save versus magical fire or be consumed by the intense heat.

Weapons that strike the body of the Eldraal can get stuck on the magma and begin to melt. Any weapon that strikes for more than half normal damage it is stuck in the body and must make a saving throw versus magical fire each round to determine if it is ruined. A successful Bend Bars roll is required to extract the weapon.

Eldraal lack anything resembling a back and are able to see in all directions. They do not possess normal sight, but are able to sense heat as infravision sight out to 90'. They also seem to be able to see through nearby rock, viewing warm spots out to a distance of 30' in any direction.

The body of this creature constantly radiates a hot red glow, providing heat and illumination in a 15' radius. Their body is hot enough to boil water, and any moisture that strikes will instantly vaporize as steam. They are able to draw energy directly from surrounding lava and regenerate any damage at the rate of 1hp every other round. Although they dislike doing so, an Eldraal can pass through solid stone at a movement rate of 1". This contact with solid stone causes 1hp of cooling damage per turn, which must be recuperated by resting in a pool of lava.

The Eldraal will begin to suffer physically in any region where water can condense, and will turn to solid rock in 1d4 rounds when immersed in liquid water. Contact with fog or rain will cause 1hp of cold damage per round. They suffer double the normal damage from cold-based attacks.

Habitat/Society

These creatures were created to serve the whims of their masters and they lack the will to form social connections with others of their kind. Only if an Eldraal is set free and left to its own devices for many decades will it begin to form a self-awareness and an ability to interact with other creatures.

Ecology

The Eldraal obtains all its physical needs from contact with lava and prefers to dwell in a large pool of magma. They especially prefer fast flowing rock and will frolic in the intense heat when their masters do not command their labor.

All 820 monsters in the Netbook Bestiary