Greater Air Elemental
Greater Air Elemental
Simple Monster, XP 4000
Level 16 (+7)
"Feel the air around us? Hear the wind blowing through the trees? The rush of excitement? Yeah……..we need to get the hell out of here."
——Timminy, Adventuring Wizard warning her apprentice
The Greater Air Elemental appears as a huge swirling mass of air that whips about rapidly, much like a small tornado. As it moves about, its body picks up debris in the area that it can use as a weapon, hurling it at targets from the chaotic winds within it. If the Elemental chooses to approach an enemy, it accelerates at an alarming speed, its powerful gusts of air slamming into a target with incredible momentum. Other than the intense concentration of wind, it is difficult to discern a Greater Air Elemental’s appearance, and many believe them to simply be anomalies of the natural world, until it is too late.
Awareness
21
Senses
Darvision
Initiative
29/1d6
Hitpoints: 126
Healing Value: 25
Resilience: +4
Morale
2
AC
26/28
|
Touch
25
|
Fort
22
|
Reflex
25
|
Will
20
|
Defenses
Resistances: Weapon (50%), Necrotic (Imm), Radiant (Imm), Align. Damage (Imm), Sonic (50%). Immune to Death, Disease, Paralysis, Poisons & Toxins, Sleep, Energy Damage, and Wind Effects. Daze Resist (4).
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
20 / 24
|
DEX
29 / 33
|
CON
16 / 20
|
INT
8 / 9
|
WIS
11 / 12
|
CHA
11 / 12
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+17 vs AC (ArN 6)
Slamming Winds
3d10 + 11 (avg 28) Bludgeoning damage
Melee Reach 15ft
2d10 + 7 (avg 18) Bludgeoning damage
Grapple +25
Special Attacks (3 AP)
+17 vs AC (ArN 6)
Momentous Slam • Advanced
4d10 + 28 (avg 50) Bludgeoning damage
Melee Reach 15ft
The air elemental moves up to it's fly speed, gaining momentum and making an attack at any point during the movement. On a hit, deal 5d10+11 (avg 38) This movement does not grant an Opportunity to the target. (Advanced)
+15 vs Touch
Whirlwind • Advanced
4d10 + 17 (avg 39) Bludgeoning damage
Melee Reach 15ft • All creatures within reach or medium size or smaller.
The elemental kicks up a great whirlwind, entrapping creatures within it. On a hit, the target is Restrained [SE, ST 5d10 vs STR]. (Advanced)
Flying Debris [Group, 1/Rest] • Legendary
4d10 + 44 (avg 66) Bludgeoning damage
Range 50ft • All creatures within range of one or more Greater Air Elementals.
The elementals pick up debris, then release it to hurl outwards. On a hit, targets suffer damage from flying debris. (Legendary)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
5 ft
|
Sprint
10 ft
|
Fly(hover)
105 ft
|
Overland Movement
100 mi/day
Qualities
- Agile Attacks: The Air Elemental use its Dexterity for making attacks and damage instead of its Strength. (inc)
- Insubstantial: Resistance to Weapon Damage (i.e. Bludgeoning, Chopping, Slashing and Piercing) and Sonic damage.(inc).
- Elemental Type: Damage Immunity to Necrotic, Radiant, and Alignment Damage (i.e. Holy, Vile, Entaxic, and Entropic). Also immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. (inc)
- Air Resistances: The Air Elemental is immune to the effects of strong winds (such as the Gust of Wind spell).
- Lifeless: Neither living, dead, nor undead. A lifeless creature does not need to sleep, eat, or breath.
Skills: Balance R5 (16), Escape R3 (10), Stealth R7 (10), Tumble R4 (13), Listen R5 (9), Spot R7 (13), Investigate R4 (8), Deception R2 (3), Bravery R3 (7), Intuition R3 (5), Suspicion R2 (3)
Feats: Fast Initiative [2], Daze Resistance [2], Heavy Hitter
Philosophies: Rank 1 Mental, Rank 4 Physical, Rank 7 Elemental
Combat Training: Melee 3, Ranged 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +1, Brawn: +19
Equipment: None
Charm
-1
|
Coercion
+2
|
Deception
+3
|
Manipulation
-1
|
Persuasion
-1
|
Aloofness
-1
|
Bravery
+7
|
Intuition
+5
|
Tolerance
0
|
Suspicion
+3
|
Social
Composure: 15
Languages: Primal
Motives: Remain free, destabilize earth.
Prejudices: