Air Elemental, Small (CR 1)
Neutral - Small - Outsider
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Initiative
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3
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Defense
AC
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14
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Man Def
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15
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Monster Health
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31 |
15 |
2
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+5
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Refl: |
Expression error: Unexpected < operator.
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Will: |
Expression error: Unexpected < operator.
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Strong Against:
- Hardened (half damage): precision damage
- Immune: critical hits, flanking
- Immune: poison, sleep, bleed, paralysis, stunning
Weak Against:
Offense
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Size: |
Small
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5 ft. |
5 ft.
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Space |
Reach
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To-Hit
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+3
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Man Off
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+3
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Standard Attack (Melee):
- 1x Gust +3 (1d4/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Gust +3 (1d4/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
Siege Damage: Not siege capable
Statistics
Feats:
Special Abilities
Cyclone (Su)
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Once per encounter as a full attack action, the air elemental may use Cyclone. It may make a half move without provoking attacks of opportunity, and move into or over enemy squares while doing so. When it stops moving, any enemy figure whose space is completely or partially inside the elemental's space is violently tossed into the air. The elemental may move any and all creatures affected by cyclone to any square adjacent to its space. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of . If they fail this save, they are rendered prone adjacent to the air elemental. Save or not, they take points of damage.
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Shapeless (Su)
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Air elementals have no solid form. They may squeeze down as much as four size categories smaller than their normal size with no penalties.
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Air Elemental, Small
Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.
- Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.
- Air elementals seem like they should be invisible, since they are made of air, but their furious energy of movement and the vapors and debris they gather up make their location easily discerned. Air elementals are of uncertain shape and size, but striking true at their energetic core will see them dispatched just like any other monster.
Combat Tactics
Air elementals are pugnacious, fearless things, but they fight smart. They will immediately use their Cyclone power in any combat to disrupt the most dangerous or most difficult to hurt enemies. If they are taking damage and the fight looks lost, they will not hesitate to use their tremendous speed and maneuverability to withdraw.
Out of Combat
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found
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1 - 10 |
Nothing Found
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11 - 14 |
1 Languid Remnant (tier 1)
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15 - 17 |
1 Pale Remnant (tier 2)
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18 - 19 |
1 Bright Remnant (tier 3)
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20 |
Roll on Table 2
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### |
Nothing to see here!
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### |
Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 5 |
3 Languid Remnants (tier 1)
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6 - 10 |
3 Pale Remnants (tier 2)
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11 - 14 |
1 Intense Remnant (tier 4)
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15 - 17 |
1 Blazing Remnant (tier 5)
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18 - 19 |
1 Vital Remnant (tier 6)
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20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 5 |
3 Bright Remnants (tier 3)
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6 - 8 |
3 Intense Remnants (tier 4)
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9 - 11 |
3 Blazing Remnants (tier 5)
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12 - 14 |
3 Vital Remnants (tier 6)
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15 - 17 |
1 Prime Remnant (tier 7)
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18 - 19 |
1 Mythic Remnant (tier 8)
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20 |
1 Empyrean Remnant (tier 9)
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