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Air Elemental, Large (CR 5)

XP 1,600
N Large Outsider (Wind, Elemental, Extraplanar)
Init +11; Senses Darkvision 60 ft.; Perception +11

DEFENSE

AC 21, touch 17; flat-footed 13 (+7 dex, +1 dodge, +4 natural, -1 size)
hp 79 [104] (8d10+24)
mp 14
Fort +9, Ref +13, Will +2
Defensive Abilities Air Mastery; DR 5/-; Immune Wind, elemental traits; Resist Earth 50%
Weakness Ice

OFFENSE

Speed Fly 100 ft. (perfect)
Melee 2 Slams +14 (1d8+4 plus 1d6 wind damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Whirlwind (Once every 1d3 rounds, 10-40 ft., 1d8+4, DC 18), Zephyr Arrow
Spells Known (SC CL 8th, Concentration +10)

1st (DC 13) Aero
2nd (DC 14) Aero II

STATISTICS

Str 18, Dex 25, Con 16, Int 14, Wis 11, Cha 4
Base Atk +8; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack*, Improved Initiative, Weapon Finesse
* Bonus feat
Skills Acrobatics +18, Escape Artist +18, Fly +24,  Knowledge (Arcana & Planes) +13, Perception +11, Sense Motive +11, Stealth +14
Languages Auran

SPECIAL ABILITIES

Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Zephyr Arrow (Su)

Once every 1d2 rounds, an air elemental shoots out a green arrow towards her opponent within 60 ft. The air elemental must makes a ranged touch attack (+14), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).