|Elemental:Air Elemental, Greater|
|Size & Type (subtype):||Huge Elemental (Air)||Hit Dice:||21d8+84 (178)|
|Initiative: ||+14 (+10 Dex, +4 Improved Initiative) ||Speed: ||Fly 100 ft. (perfect) |
|Armor Class: ||26 (-2 size, +10 Dex, +8 natural) ||Attacks: ||Slam +23/+18/+13 melee |
|Damage: ||Slam 2d8+7 ||Face and Reach: ||10 ft. by 5 ft./15 ft. |
|Special Attacks: ||Air mastery, whirlwind ||Special Qualities: ||Elemental, damage reduction 10/+2 |
|Saving Throws ||Fortitude: 11 |
|Abilities: ||Str: 20|
|Skills: ||Listen +23, Spot +23 ||Feats: ||Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam) |
|Climate and Terrain: ||Any land and underground ||Climate: ||cold,temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Solitary |
|Challenge Rating: ||9 ||Challenge Rating Value: ||9 |
|Treasure: ||None ||Alignment: ||Usually neutral |
|Advancement: ||22-23 HD (Huge) |
A greater air elemental is 36 feet high and weighs 10 lbs.
Air elementals speak Auran, although they rarely choose to
do so. Their voices sound like the high-pitched screech of a tornado
or the low moan of a midnight storm.
Elemental: Immune to poison, sleep, paralysis, and stunning.
Not subject to critical hits.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to
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 DC 25, damage 2d8, and height 10-60 feet.
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.
Creatures one or more sizes smaller than the elemental might
take damage when caught in the whirlwind (see the following table
for details) and may be lifted into the air. An affected creature
must succeed at a Reflex save when it comes into contact with the
whirlwind or take the listed damage. It must also succeed at a
second Reflex save or be picked up bodily and held suspended in
the powerful winds, automatically taking the listed 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.
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 to cast a spell (DC equal
to the Reflex save DC).