Large Air Elemental: Difference between revisions
m (Text replacement - " <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->" to " <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->") |
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 9 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 6 | |||
| Max-CR = 14 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
Line 23: | Line 26: | ||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 37: | Line 40: | ||
| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
| Restrict-Role-Villain = | | Restrict-Role-Villain = | ||
<!-- Values: Y or leave blank --> | <!-- Values: Y or leave blank --> | ||
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | |||
| Pattern1 | | |||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | |||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | {{:Elementals}} | | Description | {{:Elementals}} | ||
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. | |||
Large air elementals are about the size of a large hut. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Outsider | | Type | Outsider | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | Elemental | | Subtype | Elemental | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | ||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = -1 | | NudgeReach = -1 | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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| Ability-1-Type = Su | | Ability-1-Type = Su | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Full Attack Action 1/Enc | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-1-Concentration = | | Ability-1-Concentration = | ||
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| Ability-2-Type = Ex | | Ability-2-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = Free Action after successful attack | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-2-Concentration = | | Ability-2-Concentration = | ||
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| Ability-3-Type = Su | | Ability-3-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = Always On | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
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| Ability-4-Type = Ex | | Ability-4-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-4-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | | Ability-4-Concentration = | ||
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| Ability-5-Type = | | Ability-5-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | | Ability-5-Concentration = | ||
Line 783: | Line 804: | ||
| Ability-6-Type = | | Ability-6-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | | Ability-6-Concentration = | ||
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| Ability-7-Type = | | Ability-7-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | | Ability-7-Concentration = | ||
Line 861: | Line 890: | ||
| Ability-8-Type = | | Ability-8-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | | Ability-8-Concentration = | ||
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| Ability-9-Type = | | Ability-9-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | | Ability-9-Concentration = | ||
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<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = | |||
| Role-Only--Replace-Rez-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Rez-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "SHOUTED COMMAND" POWER | |||
LEADER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Leader" role. It replaces the default "Shouted Command" power, which | |||
lets Leaders give an ally a Standard Action once per round as a Free Action. | |||
Leave this blank if you want the "Shouted Command" power to appear when this monster | |||
is designated as a "Leader" role. --> | |||
| Role-Only--Replace-Leader-Power--Name = | |||
| Role-Only--Replace-Leader-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Leader-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "LASH OUT" POWER | |||
LEGEND ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Legend" role. It replaces the default "Lash Out" power, which | |||
grants Legends a bonus attack action each round, but only against a fresh target. | |||
Leave this blank if you want the "Lash Out" power to appear when this monster | |||
is designated as a "Legend" role. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Legend-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PACKED LIKE SARDINES" POWER | |||
MINION ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Minion" role. It replaces the default "Packed Like Sardines" power, | |||
which allows minions to squeeze into the same space with another minion without | |||
penalty. Leave this blank if you want the "Packed Like Sardines" power to appear | |||
when this monster is designated as a "Minion" role. --> | |||
| Role-Only--Replace-Minion-Power--Name = | |||
| Role-Only--Replace-Minion-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Minion-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
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| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "DEADSHOT" POWER | |||
SHOOTER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Shooter" role. It replaces the default "Deadshot" power, which allows | |||
shooters to use any of their other special abilities at range, even if they are | |||
normally melee only. Leave this blank if you want the "Deadshot" power to appear | |||
when this monster is designated as a "Shooter" role. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
| Role-Only--Replace-Shooter-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Shooter-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD SKIRMISHER ONLY POWER | |||
SKIRMISHER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Skirmisher" role. Any other time, this ability will be | |||
invisible. It does not replace any of the default powers that skirmishers | |||
normally get. --> | |||
| Role-Only--Add-Skirmisher-Power--Name = | |||
| Role-Only--Add-Skirmisher-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Skirmisher-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "FLASH BOMB!" POWER | |||
SNEAK ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows | |||
sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
Leave this blank if you want the "Flash Bomb!" power to appear when this monster | |||
is designated as a "Sneak" role. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| Role-Only--Replace-Sneak-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Sneak-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
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<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = 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. | | OutOfCombat = 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. | |||
Latest revision as of 21:33, 4 February 2023
Large Air Elemental (CR 9)
Neutral - Large - Outsider (Elemental) |
---|
Lore: | Know (Planes) | ||
16 | 33 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
24 | +14 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Airsense 20 ft.
Movement Types:
- Greater Flight 100 ft.
Defense
AC |
Man Def |
Monster Health | ||
177 | 88 | 14 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +11 |
Refl: | +8 |
Will: | +4 |
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 +15 (2d8+8/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Air Gust +15 (2d8+8/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Blast of Wind +19 vs. AC (always hits on a 17+ on the die) (2d8+8/19-20 x2)
as slashing (physical, common)
(Increment: 50 ft.; Max Range: 100 ft.)
plus Bull Rush
Full Attack (Ranged):
- 3x Blast of Wind +19 vs. AC (always hits on a 17+ on the die) (2d8+8/19-20 x2)
as slashing (physical, common)
(Increment: 50 ft.; Max Range: 100 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) Full Attack Action 1/Enc |
Once per encounter as a full attack action, the air elemental may use Cyclone. It may make a half move 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. The elemental may move any and all creatures affected by cyclone to any square adjacent to its space. 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 19. If they fail this save, they are rendered Prone adjacent to the air elemental. Save or not, they take 2d8+8 points of lightning (energy, common) damage. |
Bull Rush (Ex) Free Action 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+14 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) Always On |
Air elementals have no solid form. They may squeeze as though two size categories smaller than their normal size with no penalties. |
Windy Surrounds (Ex) |
Any spell, spell-like ability, feat, or other ability, which is affected by Gust of Wind (Sorcerer/Wizard Spell), or similar effects, within 45 feet (9 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. |
Large 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.
Large air elementals are about the size of a large hut.
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. If they are taking damage and the fight looks lost, they will not hesitate to use their tremendous speed and maneuverability to withdraw.
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: 6,400
Treasure: Sellable Goods worth 5,125 gp.
- Weight: 90 lbs. Volume: 3.6 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) |