Note: This creature was originally published in the 3E Monster Manual.
|ST: 14||HP: 14||Speed: 8.00|
|DX: 17||Will: 10||Move: 16|
|IQ: 8||Per: 11||Weight: 4 lbs.|
|HT: 11||FP: 11||SM: +2 (3 hexes × 2 hexes)|
|Dodge: 13||Parry: 13||DR: 2|
Slam (18): 1d crushing. Reach C, 1.
Traits: Combat Reflexes; Darkvision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; DR 3 (Limited, Non-magical weapons); Enhanced Dodge 1; Flight (Handling Bonus +3); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse, Only against mundane attacks); No Legs (Aerial); No Manipulators.
Combat Effectiveness Rating: 76 (OR 31 and PR 45).
Notes: The Air Elemental has two abilities:
Air Mastery: Airborne foes get a -1 to attack and damage rolls against an air elemental.
Whirlwind: The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 4 seconds. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 1-yard wide at the base, up to 6-yard wide at the top, and up to 8-yard tall. The elemental controls the exact height, but it must be at least 2-yard tall.
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 SM smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed a Dodge roll when it comes into contact with the whirlwind or take 1d+3 crushing damage. It must also succeed a second Dodge roll or be picked up bodily and held suspended in the powerful winds, automatically taking 1d+3 crushing damage each turn. A creature that can fly is allowed a Dodge roll each turn to escape the whirlwind. The creature still takes damage but can leave if the Dodge is successful. 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 Will-3 roll to cast a spell. Creatures caught in the whirlwind suffer a -2 DX penalty. 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 1-yard.
Those caught in the cloud must succeed a Will-3 check to cast a spell.
An elemental in whirlwind form cannot make slam attacks.
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