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Air Elemental Kin

Elemental-kin are creatures native to the elemental planes of existence.  Although seldom as strong as the true elementals, they still possess formidable powers.

ARROWHAWK

Juvenile Arrowhawk Adult Arrowhawk Elder Arrowhawk
Small Outsider (Air, Extraplanar) Medium Outsider (Air, Extraplanar) Large Outsider (Air, Extraplanar)
Hit Dice: 3d8+3 (16 hp) 7d8+7 (38 hp) 15d8+45 (112 hp)
Initiative: +5 +5 +5
Speed: Fly 60 ft. (perfect) (12 squares) Fly 60 ft. (perfect) (12 squares) Fly 60 ft. (perfect) (12 squares)
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15 21 (+5 Dex, +6 natural), touch 15, flat-footed 16 22 (–1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +3/+0 +7/+9 +15/+25
Attack: Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3) Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9)
Full Attack: Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3) Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Electricity ray Electricity ray Electricity ray
Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: Fort +4, Ref +8, Will +4 Fort +6, Ref +10, Will +6 Fort +12, Ref +14, Will +10
Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13 Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13 Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings) Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings) Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings)
Feats: Dodge, Weapon Finesse Dodge, Flyby Attack, Weapon Finesse Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B
Environment Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary or clutch (2–4) Solitary or clutch (2–4) Solitary or clutch (2–4)
Challenge Rating: 3 5 8
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4–6 HD (Small) 8–14 HD (Medium) 16–24 HD (Large); 25–32 HD (Gargantuan)
 

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.

Arrowhawks speak Auran, but they are not usually talkative creatures.

COMBAT

Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.

Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.

BELKER

  Large Elemental (Air, Extraplanar)
Hit Dice: 7d8+7 (38 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: 22 (–1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +5/+11
Attack: Wing +9 melee (1d6+2)
Full Attack: 2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smoke claws
Special Qualities: Darkvision 60 ft., elemental traits, smoke form
Saves: Fort +3, Ref +10, Will +2
Abilities: Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
Skills: Listen +7, Move Silently +9, Spot +7
Feats: Alertness, Multiattack, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary, pair, or clutch (3–4)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
 

Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.

Belkers speak Auran.

COMBAT

In most cases, a belker fights with its nasty claws and painful bite.

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).

Skills: Belkers have a +4 racial bonus on Move Silently checks.

DJINNI

Large Outsider (Air, Extraplanar)
Hit Dice: 7d8+14 (45 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +7/+15
Attack: Slam +10 melee (1d8+4)
Full Attack: 2 slams +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB
Environment: Elemental Plane of Air
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 5 (noble 8)
Treasure: Standard
Alignment: Always chaotic good
Advancement: 8–10 HD (Large); 11–21 (Huge)
Level Adjustment: +6
 

The djinn (singular djinni) are genies from the Elemental Plane of Air.

A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds.

Djinn speak Auran, Celestial, Common, and Ignan.

Combat

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.

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

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.

Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it 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. The djinni controls the exact height, but it must be at least 10 feet.

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

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make 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 djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni 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.

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Noble Djinn

Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice.

INVISIBLE STALKER

  Large Elemental (Air, Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (2d6+4)
Full Attack: 2 slams +10 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility, improved tracking
Saves: Fort +4, Ref +10, Will +4
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
 

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.

A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.

Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.

These creatures speak only Auran but can understand Common.

COMBAT

An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.

An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.

Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.