Greater Air Elemental
Greater Air Elemental (CR 17)
Neutral - Huge - Outsider (Elemental, Air) |
---|
Lore: | Know (Planes) | ||
32 | 49 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
41 | +31 |
Passive | Active |
Ambush: |
11+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Blindsense 40 ft.
Movement Types:
- Greater Flight 100 ft.
Defense
AC |
Man Def |
Monster Health | ||
609 | 304 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +19 |
Refl: | +16 |
Will: | +12 |
Strong Against:
- (Elemental 1) Hardened (½ damage): precision damage, critical hits
- (Elemental 2) Immune (no effect): bleeds (bruised, bleed, ruptured), poisons (tainted, poisoned, blighted).
- (Elemental 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- Immune (no effect): lightning (energy, common) damage
Offense
Standard Attack (Melee):
- 1x Air Gust +26 (4d8+17/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Air Gust +26 (4d8+17/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Blast of Wind +30 vs. AC (always hits on a 17+ on the die) (4d8+19/19-20 x2)
as slashing (physical, common)
(Increment: 60 ft.; Max Range: 180 ft.)
plus Bull Rush
Full Attack (Ranged):
- 3x Blast of Wind +30 vs. AC (always hits on a 17+ on the die) (4d8+19/19-20 x2)
as slashing (physical, common)
(Increment: 60 ft.; Max Range: 180 ft.)
plus Bull Rush
Siege Damage: Not siege capable
Statistics
12 |
STR |
20 |
DEX |
14 |
CON |
4 |
INT |
13 |
WIS |
13 |
CHA |
Special Abilities
Cyclone (Su) Standard action 1/Enc |
Once per encounter as a standard action, the air elemental may use Cyclone. It may move up to half its Fly speed without provoking attacks of opportunity, and move into or over enemy squares while doing so. When it stops moving, any enemy figure whose space is completely or partially inside the elemental's space is violently tossed into the air. As a result, the elemental may move any and all creatures affected by cyclone to any legal square adjacent to its space. There is no maximum move for this power, therefore it automatically overcomes any amount of knockback resistance. If there are no legal squares available, the power fails. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of 27. If they fail this save, they are rendered Prone adjacent to the air elemental. Save or not, they take 4d8+17 points of lightning (energy, common) damage. |
Bull Rush (Ex) Automatic after successful attack |
Any creature which is struck by the air elemental's Blast of Wind attack is also subject, as a triggered free action, to a Bull Rush attack, even if the Air Elemental is not adjacent to them. The Air Elemental rolls 1d20+28 vs the target's Maneuver Defense as normal, and the Bull Rush attempt is resolved in all other ways as normal, although it is highly unlikely the elemental will be within reach of any provoked attacks of opportunity. |
Shapeless (Su) Automatic |
Air elementals have no solid form. They may squeeze as though two size categories smaller than their normal size with no penalties. In addition, they may change their size from Huge (3x3x3 squares) to Large (2x2x2) or Medium (1x1x1), or back, as a free action up to twice per round. This change in size does not affect their reach. |
Windy Surrounds (Ex) Always On |
Any spell, spell-like ability, feat, or other ability, which is affected by Gust of Wind (Sorcerer/Wizard Spell), or similar effects, within 85 feet (17 squares), is affected as though affected by a Gust of Wind (Sorcerer/Wizard Spell), as a free action, when in the presence of an Air Elemental. |
Greater Air Elemental
Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.
Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.
Air elementals seem like they should be invisible, since they are made of air, but their furious energy of movement and the vapors and debris they gather up make their location easily discerned. Air elementals are of uncertain shape and size, but striking true at their energetic core will see them dispatched just like any other monster.
Combat Tactics
Air elementals are pugnacious, fearless things, but they fight smart. They will immediately use their Cyclone power in any combat to disrupt the most dangerous or most difficult to hurt enemies, and will scatter foes, with several of them using cyclone at the same time to toss enemies all over the battle field, far and wide. During the battle, they will use five-foot steps to open the range and use their large reach to get an opportunity attack on melee foes who close back in. A common trick of Air Elementals is to use a five-foot step diagonally back and up, to place themselves out of melee reach while still attacking ground-bound foes with their reach. They will also use their Shapeless ability to vary their size to smaller than 3x3 if it is advantageous for them to move around or shrink themselves out of melee range. A common trick is to use Cyclone to spread enemies around themselves while they are 3x3, then use Shapeless to shrink themselves to a single five foot space, effectively placing all the enemies around their perimeter at a five foot distance, but still within their reach. If they are taking damage and the fight looks lost, they will not hesitate to use their tremendous speed and maneuverability to withdraw, normally by flying straight up or away.
Out of Combat
Air Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is stifling and oppressively filled with obstacles and dirt and rocks.
In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.
Rewards
XP: 102,400
Treasure: Sellable Goods worth 51,444 gp.
- Weight: 170 lbs. Volume: 6.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |