Monday, January 3, 2011

General Rules: Monsters - Air Elemental, Small

Air Elemental, Small (from the Monster Manual)
Small Elemental [Air, Extraplanar]

Hit Dice: 2d8 (9 hit points)
Initiative: +7
Speed: Fly 100 feet (perfect)
Armor Class: 17 (+1 size, +3 Dexterity, +3 natural); touch 14; flat-footed 14
BAB/Grapple: +1/-3
Attack: Slam +5 melee (1d4, bludgeoning, 20 x2)
Full Attack: Slam +5 melee (1d4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 feet, elemental traits
Saves: Fortitude +0, Reflex +6, Will +0
Abilities: Str 10, Int 4, Wis 11, Dex 17, Con 10, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 Hit Dice (Small)

Air elementals are among the swiftest and most agile creatures in existence. They seldom leave their home plane except when summoned elsewhere by a spell. A small air elemental is about 4 feet tall and weighs about 1 pound.

Air elementals speak Auran, though they rarely choose to do so. The voice of an air elemental sounds like the high-pitched screech of a tornado or the low moan of a midnight storm.

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 attacks 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 Hit Dice 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 20 feet tall. 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, and may be lifted into the air. An affected creature must succeed on a DC 11 Reflex save when it comes into contact with the whirlwind or take 1d4 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d4 points of 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 save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carried them or to escape the whirlwind. Creatures caught in the whirlwind can act otherwise 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 to 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 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 base touches the ground, it creates a swirling cloud of debris. This cloud is entered 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 at 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.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

Small Air Elementals as Familiars
Small air elementals can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be an auran creature, have auran-blood, or auran heritage, take the Improved Familiar feat, and be at least a 5th-level caster.

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