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AIR ELEMENTALS

Air Elemental, Small Air Elemental, Medium Air Elemental, Large
Small Elemental (Air, Extraplanar) Medium Elemental (Air, Extraplanar) Large Elemental (Air, Extraplanar)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
Initiative: +7 +9 +11
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (–1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +1/–3 +3/+4 +6/+12
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Air mastery, whirlwind Air mastery, whirlwind Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/–, darkvision 60 ft., elemental traits
Saves: Fort +0, Ref +6, Will +0 Fort +3, Ref +9, Will +1 Fort +5, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11 Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved Initiative B, Weapon FinesseB Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5–7 HD (Medium) 9–15 HD (Large)
  Air Elemental, Huge Air Elemental, Greater Air Elemental, Elder
  Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar)
Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +13 +14 +15
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (–2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 26 (–2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 27 (–2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind Air mastery, whirlwind Air mastery, whirlwind
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits Damage reduction 10/–, darkvision 60 ft., elemental traits Damage reduction 10/–, darkvision 60 ft., elemental traits
Saves: Fort +9, Ref +19, Will +5 Fort +11, Ref +22, Will +9 Fort +12, Ref +25, Will +10
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11 Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11 Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17–20 HD (Huge) 22–23 HD (Huge) 25–48 HD (Huge)
Air Elemental, Primal  
Colossal Elemental (Air, Extraplanar)  
Hit Dice 64d8+576
Initiative +24 (+16 Dex, +8 Superior Initiative)
Speed Fly 100 ft. (perfect)
Armor Class 66 (-8 size, +16 Dex, +48 Natural
Base Attack/Grapple +48/+75
Attack Slam +57 (4d8+16) melee
Full Attack 2 Slams +57 (4d8+16) melee
Space/Reach 30 ft./30 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Elemental traits, DR 10/-, SR 42
Saves For +42, Ref +52, Will +28
Abilities Str 32, Dex 43, Con 25, Int 8, Wis 13, Cha 13
Skills Listen +48, Spot +57
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Epic Feats Blinding Speed (x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative
Environment Any land
Organization Solitary
Challenge Rating 35
Treasure None
Alignment Usually neutral
Advancement 65–288 HD (Colossal)

Air elementals speak Auran, though they rarely choose to do so.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Combat

Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes
     

—––—— Whirlwind ——––—

Elemental

Height

Weight

Save DC

Damage

Height

Small

4 ft.

1 lb.

11

1d4

10–20 ft.

Medium

8 ft.

2 lb.

13

1d6

10–30 ft.

Large

16 ft.

4 lb.

16

2d6

10–40 ft.

Huge

32 ft.

8 lb.

22

2d8

10–50 ft.

Greater

36 ft.

10 lb.

25

2d8

10–60 ft.

Elder

40 ft.

12 lb.

28

2d8

10–60 ft.

Primal

50 ft.

20 lb. 53 4d8 10-80 ft.