Huge Air Elemental

MapTool Token

NameHuge Air Elemental
Sorted NameAir Elemental, Huge
FamilyElemental
Size and TypeHuge Elemental (Air, Extraplanar)
Hit Dice Count16
Hit Dice16d8+64 (136 hp)
Random Hit Points16d8+64 - 64
Initiative+13
SpeedFly 100 ft. (perfect) (20 squares)
Armor Class21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
Base Attack/Grapple+12/+24
Attack

Slam +19 melee (2d8+4)

Full Attack

2 slams +19 melee (2d8+4)

Space/Reach15 ft./15 ft.
Special AttacksAir mastery, whirlwind
Special Qualities

Damage reduction 5/-, darkvision 60 ft., elemental traits

SavesFort +9, Ref +19, Will +5
AbilitiesStr 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills

Listen +11, Spot +12

Feats

Alertness, Combat Reflexes, Dodge, Flyby Attack, Mobility, Spring Attack

Bonus Feats

Improved Initiative, Weapon Finesse

EnvironmentElemental Plane of Air
Challenge Rating7
Organization

Solitary

TreasureNone
AlignmentUsually neutral
Advancement17-20 HD (Huge)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Huge air elemental; CR 7; Huge elemental (air, extraplanar); HD 16d8+64; hp 136; Init +13; Spd Fly 100 ft. (perfect) (20 squares); AC 21 (-2 size, +9 dex, +4 natural), touch 17, flat-footed 12; Base Atk +12; Grp +24; Atk +19 melee (2d8+4, slam); Full Atk +19 melee (2d8+4, 2 slams); Space/Reach 15 ft./15 ft.; SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL N; SV Fort +9, Ref +19, Will +5; Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Weapon Finesse

Air Elemental

Air Elemental, Huge
Huge Elemental (Air, Extraplanar)
Hit Dice:
16d8+64 (136 hp)
Initiative:
+13
Speed:
Fly 100 ft. (perfect) (20 squares)
Armor Class:
21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
Base Attack/Grapple:
+12/+24
Attack:
Slam +19 melee (2d8+4)
Full Attack:
2 slams +19 melee (2d8+4)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Air mastery, whirlwind
Special Qualities:
Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves:
Fort +9, Ref +19, Will +5
Abilities:
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills:
Listen +11, Spot +12
Feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon Finesse B
Environment:
Elemental Plane of Air
Organization:
Solitary
Challenge Rating:
7
Treasure:
None
Alignment:
Usually neutral
Advancement:
17-20 HD (Huge)
Level Adjustment:
-

Air elementals speak Auran, though they rarely choose to do so.

Combat

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 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.

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 (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated 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 (see the table). The save DC is Strength based.

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 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 on 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 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 concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on 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.

Air Elemental Sizes
----- Whirlwind -----
Elemental
Height
Weight
Save DC
Damage
Height
Small
4 ft.
1 lb.
11
1d4
10-20 ft.
Medium
8 ft.
2 lb.
13
1d6
10-30 ft.
Large
16 ft.
4 lb.
16
2d6
10-40 ft.
Huge
32 ft.
8 lb.
22
2d8
10-50 ft.
Greater
36 ft.
10 lb.
25
2d8
10-60 ft.
Elder
40 ft.
12 lb.
28
2d8
10-60 ft.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +19 melee (2d8+4), or 2 slams +19 melee (2d8+4)

feats: ALERTNESS, COMBAT REFLEXES, DODGE, FLYBY ATTACK, MOBILITY, SPRING ATTACK, IMPROVED INITIATIVE, WEAPON FINESSE,