Chaos Elemental | Free Monster for D&D 5e and Pathfinder 2e
Designed by Zac Chaney; Pathfinder conversion by David N. Ross
Swirling masses of raw, elemental chaos. A loss for words doesn’t begin to describe the confusion of what you’re staring at; nevertheless, there it is. Sometimes you might encounter a little one that’s a bit easier to grasp, but when you see a big one . . . Well, some things just aren’t meant to be.
Primordial Chaos. Before form and function were defined, there was the primordial chaos, an endless void fighting against itself. From within this chaos arose the first elemental beings, the chaos elementals. Whether there exists a counterpart to chaos elementals—an elemental of pure law—remains a question for scholars to debate. What is known for certain is that chaos elementals are real—and deadly.
Misunderstood. Chaos elementals are misunderstood creatures. Many assume they are an embodiment of evil, but nothing could be further from the truth. Chaos elementals are simply agents of change, with no compulsion toward good or evil. Only the order demanded by society leads chaos elementals to be perceived as evil, for they often come into conflict with the champions of civilization.
Original Monsters. One could argue that chaos elementals were the first monsters. This isn’t strictly true—even more ancient entities formed from the primordial chaos—but chaos elementals are definitely the oldest among the monsters the average person might encounter. They were born not long after the world formed and exist to this day as engines of destruction and change.
Elemental Nature. A chaos elemental doesn’t require food, drink, or sleep.
Chaos Elemental - 5e
Huge elemental, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 136 (16d12 + 32)
Speed 0 ft., fly 60 ft. (hover)
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
14 (+2) |
14 (+2) |
8 (–1) |
18 (+4) |
10 (+0) |
Damage Vulnerabilities magical weapon damage dealt by lawful creatures
Damage Resistances force; nonmagical bludgeoning, piercing, and slashing
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Deep Speech
Challenge 6 (2,300 XP) Proficiency Bonus +3
Everchanging Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one. Hit: 15 (2d10 + 4) bludgeoning damage plus 7 (2d6) force damage.
Redistribution (Recharge 4-6). The elemental selects any number of creatures that it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failed save, the target takes 16 (3d10) force damage and is randomly teleported to the space of another target that also failed the save. If the target fails the save but doesn’t change places (either due to luck or because it was the only creature to fail the save), it takes an additional 16 (3d10) force damage.
Reactions
Chaos Given Shape (1/Day). When the elemental takes damage, it causes a random chaos mephit or other chaos elemental within 30 feet of it to take the damage instead.
Chaos Elemental - Creature 9 - PF2e
CN, Huge, Elemental
Perception +17; darkvision
Languages Aklo
Skills Acrobatics +17, Athletics +19
Str +6, Dex +4, Con +4, Int –1, Wis +6, Cha +0
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AC 26; Fort +17, Ref +17, Will +19
HP 175; Resistances chaotic 10; Weaknesses lawful 10; Immunities bleed, paralyzed, poison, precision, sleep
Everchanging Form A chaos elemental can occupy the same space as another creature. It can move through spaces as narrow as 1 inch wide.
Chaos Given Shape [reaction] (abjuration, divine) Trigger The chaos elemental takes damage. Frequency once per day; Effect The triggering damage is dealt to a different creature with both the chaotic trait and the elemental trait within 30 feet of the chaos elemental instead.
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Speed fly 50 feet
Melee [one-action] debris +20 (reach 15 feet), Damage 2d12+9 bludgeoning plus 1d8 chaotic
Redistribute Reality [two-actions] (chaotic, conjuration, divine, teleportation) The chaos elemental dimensionally unshackles up to six creatures within 30 feet of it. Each takes 4d6 force damage and 2d10 chaotic damage with a DC 30 basic Will saving throw. On a failure, the creature is randomly teleported to the location of a creature that failed this save. If it arrives where it departed from (either by luck or because it was the only creature to fail the save), it takes an additional 10 force damage. The elemental can’t Redistribute Reality again until the end of its next turn.
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Monsters