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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  
Reflex: 22  
Will: 7  
Abilities:   Str: 20
Dex: 31
Con: 18
Int: 6
Wis: 11
Cha: 11
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)  

Description:  

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.

Combat

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).

 

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