Air Elementals

AIr Elemental
Elementals are incarnations of the elements that compose existence.

Combat
Elementals have varied combat abilities and tactics, but all have the same elemental qualities.

Air elementals speak Auran, though they rarely choose to do so.

Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

Air Mastery (Ex)
Airborne creatures take a -1 penalty on 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 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.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated 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 (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

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 concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes
Elemental Height Weight Whirlwind
Save DC Damage Height
Small 4 ft. 1 lb. 11 1d4 10-20 ft.
Medium 8 ft. 2 lb. 13 1d6 10-30 ft.
Large 16 ft. 4 lb. 16 2d6 10-40 ft.
Huge 32 ft. 8 lb. 22 2d8 10-50 ft.
Greater 36 ft. 10 lb. 25 2d8 10-60 ft.
Elder 40 ft. 12 lb. 28 2d8 10-60 ft.

Elemental, Air, Small: Small Elemental (Air); CR 1; AC 17; HD 2d8; hp 9; Init + 7; Spd Fly 100 ft. (perfect); Atk slam + 5 (1d4); SA Air mastery, whirlwind (20 ft. max., Ref DC 11, 1d4); SQ Elemental; AL N; SV Fort + 0, Ref + 6, Will + 0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11.
Skills and Feats: Listen + 5, Spot + 5; Flyby Attack, Improved Initiative, Weapon Finesse (slam).

Elemental, Air, Medium: Medium Elemental (Air); CR 3; AC 18; HD 4d8 + 8; hp 26; Init + 9; Spd Fly 100 ft. (perfect); Atk slam + 8 (1d6 + 1); SA Air mastery, whirlwind (30 ft. max., Ref DC 13, 1d6); SQ Elemental; AL N; SV Fort + 3, Ref + 9, Will + 1; Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11.
Skills and Feats: Listen + 6, Spot + 6; Flyby Attack, Improved Initiative, Weapon Finesse (slam).

Elemental, Air, Large: Large Elemental (Air); CR 5; AC 20; HD 8d8 + 24; hp 60; Init + 11; Spd Fly 100 ft. (perfect); Atk slam + 12/ + 7 (2d6 + 3); Face/Reach 5×5 ft./10 ft.; SA Air mastery, whirlwind (40 ft. max., Ref DC 16, 2d6); SQ Elemental, damage reduction 10/ + 1; AL N; SV Fort + 5, Ref + 13, Will + 2; Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen + 10, Spot + 10; Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam).

Elemental, Air, Huge: Huge Elemental (Air); CR 7; AC 21; HD 16d8 + 64; hp 136; Init + 13; Spd Fly 100 ft. (perfect); Atk slam + 19/ + 14/ + 9 (2d8 + 6); Face/Reach 10×10 ft./15 ft.; SA Air mastery, whirlwind (50 ft. max., Ref DC 22, 2d8); SQ Elemental, damage reduction 10/ + 2; AL N; SV Fort + 9, Ref + 19, Will + 5; Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen + 14, Spot + 14; Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam).

Elemental, Air, Greater: Huge Elemental (Air); CR 9; AC 26; HD 21d8 + 84; hp 178; Init + 14; Spd Fly 100 ft. (perfect); Atk slam + 23/ + 18/ + 13 (2d8 + 7); Face/Reach 10×10 ft./15 ft.; SA Air mastery, whirlwind (60 ft. max., Ref DC 25, 2d8); SQ Elemental, damage reduction 10/ + 2; AL N; SV Fort + 11, Ref + 22, Will + 7; Str 20, Dex 31, Con 18, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen + 19, Spot + 19; Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (slam).

Elemental, Air, Elder: Huge Elemental (Air); CR 11; AC 27; HD 24d8 + 96; hp 204; Init + 15; Spd Fly 100 ft. (perfect); Atk slam + 27/ + 22/ + 17/ + 12 (2d8 + 9); Face/Reach 10×10 ft./15 ft.; SA Air mastery, whirlwind (60 ft. max., Ref DC 27, 2d8); SQ Elemental, damage reduction 15/ + 3; AL N; SV Fort + 12, Ref + 25, Will + 8; Str 22, Dex 33, Con 18, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen + 22, Spot + 22; Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (slam).

Air Elementals

D&D 3.0: Tales from Mystara Galero