Name | Medium Air Elemental |
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Sorted Name | Medium Air Elemental |
Family | Elemental |
Size and Type | Medium Outsider (air, elemental, extraplanar) |
Hit Dice Count | 4 |
Hit Dice | 4d10+8 (30 hp) |
Random Hit Points | 4d10+8 - 8 |
Initiative | +9 |
Speed | fly 100 ft. (perfect) |
Armor Class | 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) |
Base Attack/Grapple | +4/+CMB: +6CMD: 22 |
Attack | slam +9 (1d6+3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | whirlwind (DC 14) |
Special Qualities | darkvision 60 ft.; |
Saves | Fort +6, Ref +9, Will +1 |
Abilities | Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11 |
Skills | Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10 |
Feats | Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB |
Environment | Plane of Air |
Challenge Rating | 3 |
Organization | solitary, pair, or gang (3-8) |
Treasure | none |
Alignment | N |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Elemental, AirThis cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.Medium Air Elemental CR 3 XP 800N Medium outsider (air, elemental, extraplanar)Init +9; Senses darkvision 60 ft.; Perception +7DEFENSEAC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)hp 30 (4d10+8)Fort +6, Ref +9, Will +1Defensive Abilities air mastery; Immune elemental traitsOFFENSESpd fly 100 ft. (perfect)Melee slam +9 (1d6+3)Special Attacks whirlwind (DC 14)STATISTICSStr 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11Base Atk +4; CMB +6; CMD 22Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseBSkills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10Languages AuranECOLOGYEnvironment Plane of AirOrganization solitary, pair, or gang (3-8)Treasure noneSPECIAL ABILITIESAir Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings. An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
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Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: slam +9 (1d6+3), or
feats: DODGE, FLYBY ATTACK, IMPROVED INITIATIVEB, WEAPON FINESSEB, ,