Elemental Air

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The Air. Oil on Canvas, 74,4 x 56 cm, Private Collection, Switzerland Date 1566 Giuseppe Arcimboldo (1527–1593)

The Air. Oil on Canvas, 74,4 x 56 cm, Private Collection, Switzerland Date 1566 Giuseppe Arcimboldo (1527–1593)

Servants of Zeus, air elementals speak, though they rarely choose to do so.

Air Elemental
  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 Dexterity, +3 natural), touch 14, flat-footed 14 18 (+5 Dexterity, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dexterity, +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 Strength 10, Dexterity 17, Constitution 10, Intelligence 4, Wisdom 11, Charisma 11 Strength 12, Dexterity 21, Constitution 14, Intelligence 4, Wisdom 11, Charisma 11 Strength 14, Dexterity 25, Constitution 16, Intelligence 6, Wisdom 11, Charisma 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)
Level Adjustment - - -
  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 Dexterity, +4 natural), touch 17, flat-footed 12 26 (-2 size, +10 Dexterity, +8 natural), touch 18, flat-footed 16 27 (-2 size, +11 Dexterity, +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
Strength 18, Dexterity 29, Constitution 18, Intelligence 6, Wisdom 11, Charisma 11 Strength 20, Dexterity 31, Constitution 18, Intelligence 8, Wisdom 11, Charisma 11 Strength 22, Dexterity 33, Constitution 18, Intelligence 10, Wisdom 11, Charisma 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)
Level Adjustment - - -

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.

Waterspouts over the Great Lakes.12/04/2004 National Oceanic and Atmospheric Administration

Waterspouts over the Great Lakes.12/04/2004 National Oceanic and Atmospheric Administration

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.

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