3e SRD:Air Elemental, Huge

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL 1.0a.

Huge Air Elemental[edit]

Size/Type: Huge Elemental (Air)
Hit Dice: 16d8+64 (136 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
AC: 21 (-2 size, +9 Dex, +4 natural)
Attacks: Slam +19/+14/+9 melee
Damage: Slam 2d8+6
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Elemental, damage reduction 10/+2
Saves: Fort +9, Ref +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)


Combat

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to 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.

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

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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

—––—— Air Elemental Size ——––— —––—— Whirlwind ——––—
Elemental Height Weight Save DC Damage Height
Huge 32 ft. 8 lbs. 22 2d8 10-50 ft.



Back to Main Page3e Open Game ContentSystem Reference DocumentCreatures

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: