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Primal Air Elemental

Primal Air Elemental 1
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Appearance: A Primal Air Elemental manifests as a swirling, ethereal tornado, crackling with electrical energy. Its form is ever-changing, reminiscent of a storm in perpetual motion. The elemental’s center holds a mesmerizing dance of charged particles, creating an otherworldly glow.

Behavior: Capricious and untamed, the Primal Air Elemental embodies the chaotic forces of the atmosphere. It moves with the unpredictable nature of a storm, showcasing moments of serene calm before erupting into furious turbulence. This elemental is driven by the ever-changing whims of the winds it represents.

Habitat: Preferring the vast openness of the skies, Primal Air Elementals are often found in high-altitude realms, roving freely among clouds and tempests. They are drawn to areas where the natural currents of air are strongest, making them elusive and challenging to encounter.

Modus Operandi: The elemental harnesses the power of wind and lightning in its attacks. Striking with sudden gusts or hurling bolts of lightning, it engulfs its foes in a maelstrom of elemental fury. Cunning and quick, the Primal Air Elemental employs hit-and-run tactics, using the terrain to its advantage.

Motivation: Driven by the primal essence of the air itself, the elemental seeks to maintain the balance and chaos inherent in natural forces. It acts as a living embodiment of the tempest, following the currents of the wind and unleashing its elemental might upon those who disrupt the harmony of the skies.


  • Primal Air Elemental 5e
  • Primal Air Elemental 3.5
Primal Air Elemental
My Images (midjourney.com)

Colossal Elemental, Chaotic Neutral

Armor Class 16 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 0 ft., fly 120 ft. (hover)


STRDEXCONINTWISCHA
26 (+8)22 (+6)20 (+5)6 (-2)10 (+0)8 (-1)

Saving Throws DEX +11
Damage Immunities Lightning, Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Auran
Challenge 15 (13,000 XP)


TRAITS

Incorporeal Movement. The elemental can move through other creatures and objects as if they were difficult terrain. It takes 7 (2d6) force damage if it ends its turn inside an object.

Whirlwind 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: +14 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 8) bludgeoning damage.

Lightning Strike (Recharge 5-6). The elemental targets one creature it can see within 120 feet of it. The target must make a DC 18 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental regains spent legendary actions at the start of its turn.

Wind Burst. The elemental releases a burst of air in a 40-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw or be pushed 20 feet away from the elemental.

Lightning Infusion. The elemental charges its next Lightning Strike, increasing its damage by 1d10 for each legendary action spent on this ability.

Cyclone Movement (Costs 2 Actions). The elemental moves up to half its flying speed without provoking opportunity attacks.


REGIONAL EFFECTS

The region containing a Primal Air Elemental’s lair is warped by the elemental’s magic, creating one or more of the following effects:

Stormy Atmosphere. The area within 5 miles of the elemental’s lair is often subject to sudden and intense weather changes. Heavy rain, thunderstorms, and gusty winds are common occurrences.

Whispers of the Wind. Creatures within 300 feet of the elemental’s lair may hear faint whispers carried by the wind. These whispers are indecipherable, but they contribute to an eerie ambiance.

Static Charge. The air around the lair crackles with static electricity. Small, harmless sparks appear frequently, creating an electrifying atmosphere.

Primal air elementals speak Auran.


Air Elemental, Primal
Colossal Elemental (Air, Extraplanar)
Hit Dice64d8+576 (944 hp)
Initiative+24 (+16 Dexterity, +8 Superior Initiative)
SpeedFly 100 ft. (perfect)
AC66 (–8 size, +16 Dexterity, +48 natural)
Base Attack/Grapple+48/+75
AttackSlam +57 (4d8+16) melee
Full Attack2 Slams +57 (4d8+16) melee
Space/Reach30 ft./30 ft.
Special AttacksAir mastery, whirlwind
Special QualitiesElemental traits, DR 10/­–,SR 42
SavesFort +42, Ref +52, Will +28
AbilitiesStrength 32, Dexterity 43, Constitution 28, Intelligence 8, Wisdom 13, Charisma 13
SkillsListen +48, Spot +57 Jump +10,
FeatsAlertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, lightning reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Epic FeatsBlinding Speed (x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative Devastating Critical (slam),
Climate/TerrainAny land
OrganizationSolitary
Challenge Rating35
TreasureNone
AlignmentUsually neutral
Advancement65–288 HD (Colossal)

Combat

city, rain, storm, Elemental, Air Primal

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

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. A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet.

Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can Fly is allowed a Reflex save (DC 53) each round to escape the whirlwind.

The creature still takes damage but can leave if the save is successful. 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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.

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