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Elemental, Air

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

Air Elemental
 Air Elemental, SmallAir Elemental, MediumAir Elemental, Large
 Small Elemental (Air, Extraplanar)Medium Elemental (Air, Extraplanar)Large Elemental (Air, Extraplanar)
Hit Dice2d8 (9 hp)4d8+8 (26 hp)8d8+24 (60 hp)
Initiative+7+9+11
SpeedFly 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
AttackSlam
+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/Reach5
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 traitsDarkvision 60 ft., elemental traitsDamage reduction 5/-, Darkvision 60 ft., elemental traits
SavesFort
+0, Ref +6, Will +0
Fort
+3, Ref +9, Will +1
Fort
+5, Ref +13, Will +2
AbilitiesStrength
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
SkillsListen +2, Spot +3Listen +3, Spot +4Listen +5, Spot +6
FeatsFlyby
Attack
, Improved InitiativeB, Weapon
Finesse
B Dodge,
Flyby
Attack
, Improved Initiative B, Weapon
Finesse
B
Combat
Reflexes
, Dodge, Flyby
Attack
, Improved InitiativeB, Weapon
Finesse
B
EnvironmentElemental
Plane of Air
Elemental
Plane of Air
Elemental Plane of Air
OrganizationSolitarySolitarySolitary
Challenge
Rating
135
TreasureNoneNoneNone
AlignmentUsually
neutral
Usually
neutral
Usually
neutral
Advancement3
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
SpeedFly 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
AttackSlam
+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/Reach15
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 traitsDamage reduction 10/-, Darkvision 60 ft., elemental traits
SavesFort
+9, Ref +19, Will +5
Fort
+11, Ref +22, Will +9
Fort
+12, Ref +25, Will +10
AbilitiesStrength
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
SkillsListen +11, Spot +12Listen +14, Spot +14Listen +29, Spot +29
FeatsAlertness, Combat
Reflexes
, Dodge, Flyby
Attack
, Improved Initiative B, Mobility, Spring Attack, Weapon
Finesse
B
Alertness, Blind-Fight, Combat
Reflexes
, Flyby
Attack
, Improved Initiative B, Iron
Will
, Mobility, Power
Attack
, Spring Attack, Weapon
Finesse
B
Alertness, Blind-Fight, Cleave, Combat
Reflexes
, Flyby
Attack
, Improved Initiative B, Iron
Will
, Mobility, Power
Attack
, Spring Attack, Weapon
Finesse
B
EnvironmentElemental Plane of AirElemental Plane of AirElemental Plane of Air
OrganizationSolitarySolitarySolitary
Challenge
Rating
7911
TreasureNoneNoneNone
AlignmentUsually neutralUsually neutralUsually neutral
Advancement17-20 HD (Huge)22-23 HD (Huge)25-48 HD (Huge)
Level
Adjustment
Elemental, Air
The Air. Oil on Canvas, 74,4 x 56 cm, Private Collection, Switzerland Date 1566 Giuseppe Arcimboldo (1527-1593)

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

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 pnalty 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 —–
ElementalHeightWeightSave
DC
DamageHeight
Small4
ft.
1
lb.
111d410-20
ft.
Medium8
ft.
2
lb.
131d610-30
ft.
Large16
ft.
4
lb.
162d610-40
ft.
Huge32
ft.
8
lb.
222d810-50
ft.
Greater36 ft.10
lb.
252d810-60
ft.
Elder40
ft.
12
lb.
282d810-60
ft.
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