Elemental air

Among the swiftest and most agile creatures in existence, huge air elementals are often summoned for use in great battles over vast stretches of open terrain.

Statistics Edit

Race: elemental
Alignment: true neutral
Armor class: 23
Hit points: 136
Attack bonus: +21/+16/+11
Damage: 2d8+4 bludgeoning damage (creature weapon)

Hit dice (level): 16
Challenge rating: 13

  fortitude 9
reflex 14
will 10

Size: medium

  strength 18
dexterity 29
constitution 18
intelligence 6
wisdom 11
charisma 11
Damage reduction: 10/+2

Trained skills:(‡) listen (18), spot (18)
Feats: darkvision, dodge, weapon finesse, weapon proficiency (creature)

Blueprint:(‡) nw_airhuge

Special abilities Edit

A huge air elemental has the standard elemental immunities to critical hits, disease, mind-affecting spells, paralysis, poison, and sneak attacks.

This creature can use its whirlwind ability once per day.

Notes Edit

  • The summon creature VII spell summons a nearly identical creature, other than the summons doing 1d10+4 damage per hit. The ResRef of this summons is nw_s_airhuge.

See also: air elemental, greater air elemental, elder air elemental

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