Small Air Elemental: Difference between revisions

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{{Template:Monster
{{Template:Monster


| CR=1              <!--REQUIRED;-->
| MonsterName = Elemental, Small Air (Summoned)


| MonsterName=Air Elemental, Small
| CR = 1


| Role=               <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Image = Air_elemental4.png
  <!--Value: just the file name (e.g. "monster_picture.jpg")-->


| Description=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.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = 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.
: 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.
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: 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.
: 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.


| Image=Air_elemental4.png
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
 
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
 
| Type = Outsider
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
 
| Subtype = Elemental; Air
  <!--If any-->
 
| NudgeInit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Senses = [[Standard Darkvision]] 60 ft., Blindsense 10 ft. (Air Only)
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
 
| NudgePerception =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| NudgeAC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTouchAC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeFFAC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeHitPoints =
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->
 
 
<!--  SAVING THROWS  -->
 
| Fort = S
| Refl = S
| Will =
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
 
| NudgeFort = 1
| NudgeRefl = 2
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| SR =
  <!--Values: Y (for Yes), or leave blank-->
 
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| SpecialDefenses =
  <!--Put any DR or ER values here-->
 
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
 
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
 
| MoveTypes = Fly 100 ft. (Perfect)
  <!--Other move types as needed-->
 
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
 
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Gust
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| Alignment=Neutral          <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| TerAtkIsAuto-Hit =  
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


| Size=Small                <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| NudgeTerToHit =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Type=Outsider                <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| NudgeTerDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| Subtype=            <!--If any; delete if not used-->


| NudgeInit=          <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->


| Senses=Standard Darkvision 60 ft., Blindsense 10 ft. (Air Only)              <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
<!-- QUATERNARY ATTACK INFORMATION  -->


| NudgePerception=     <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| QuaAtkName =  
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->


| NudgeAC=             <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| QuaAtkNotes =  
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| NudgeHitPoints=     <!--Values: vhi (+15%), hi (+7%), lo (-7%), vlo (-15%), or leave blank-->
| QuaAtkVSTouchAC =  
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| Fort=S              <!--Values: "S" (for Strong save), leave blank for Weak save-->
| QuaAtkIsAuto-Hit =  
| Refl=S                <!--Most monsters have 1 strong save and 2 weak saves-->
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| Will=                <!--Heavies, Tanks, Threats and Villains have 2 strong saves, dragons have 3 strong saves-->


| NudgeFort=           <!--Values: vhi (+3), hi (+1), lo (-1), vlo (-3), or leave blank-->
| NudgeQuaToHit =  
| NudgeRefl=hi
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeWill=lo


| SR=                 <!--Values: Y (for Yes), or leave blank-->
| NudgeQuaDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| SpecialDefenses=    <!--Put any DR or ER values here-->


| StrongAgainst=Hardened (half damage): precision damage
<!-- RANGED ATTACK INFORMATION  -->
::* Immune: critical hits, flanking
::* Immune: poison, sleep, bleed, paralysis, stunning      <!--Put any immunity or hardened values here; immunities based on type (e.g. vermin) are automatically added-->


| WeakAgainst=         <!--Put any vulnerable or defenseless values here; vulnerabilities based on type are automatically added-->
| RangedAtkName =  
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->


| MoveTypes=Fly 100 ft. (Perfect)          <!--Other move types as needed-->
| RangedAtkNotes =  
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->


<!--Attack Information-->
| RangedAtkVSTouchAC =  
| MeleeOrNatural=Melee        <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| PriAtkName=Gust        <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| RangedAtkIsAuto-Hit =  
| PriAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| PriAtkVSTouchAC=             <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgePriDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| SecAtkName=         <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| NudgeRangedToHit =  
| SecAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| SecAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeSecDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeRangedDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| MultipliedDamageType=        <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


<!--  ABILITY SCORES  -->
| Str = 12
| Dex = 17
| Con = 12
| Int = 4
| Wis = 11
| Cha = 11


| TerAtkName=         <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| NudgeCMB =  
| TerAtkNotes=                 <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| CMBNotes =  
| TerAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| TerAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeTerDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeCMD =
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->


| QuaAtkName=        <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
| QuaAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeQuaDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


<!--  FEATS  -->


| RangedAtkName=     <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| Feat1 =
| RangedAtkNotes=             <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| Feat2 =  
| HasRangedFullAttack=         <!--Values: Y (for yes), or leave blank (for no)-->
| Feat3 =  
| RangedAtkVSTouchAC=         <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| Feat4 =  
| RangedAtkIsAuto-Hit=        <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
| NudgeRangedToHit=            <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeRangedDamage=          <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




<!--Ability Scores-->
<!--   SKILLS  -->
| Str=12
| Dex=17
| Con=12
| Int=4
| Wis=11
| Cha=11


| Skill1 = Fly
| Skill2 =
| Skill3 =
| Skill4 =


<!--Feats-->
| NudgeSkill1 = 2
| Feat1=           <!--Just the feat name; will be autolinked, and ShortDesc added-->
| NudgeSkill2 =
| Feat2=
| NudgeSkill3 =
| Feat3=
| NudgeSkill4 =
| Feat4=
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| Skill1=Fly          <!--Link manually (knowledge and perform skills are too weird to auto-link)-->
| NudgeSkill1=      <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->


| Skill2=
<!--  LANGUAGES  -->
| NudgeSkill2=


| Skill3=
| Languages = Auran
| NudgeSkill3=
  <!--Comma-separated list-->


| Skill4=
| NudgeSkill4=


| Languages=Auran        <!--Comma-separated list-->
<!--   SPECIAL ABILITIES VARIABLES:


<!--SPECIAL ABILITIES VARIABLES:
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.


{{#var:PrimaryToHit}}       - inserts the monster's to-hit value, adjusted with NudgePriToHit
{{#var:Special#ToHit}}
{{#var:SaveDC}}             - inserts a save DC for a special attack. Output will be just the number for the save.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC.
{{#var:SpecialDmg}}         - inserts damage numbers for a standard or AOE special attack.
 
{{#var:SwiftSpecialDmg}}     - inserts damage numbers for a swift action attack or attack with status conditions.
{{#var:Special#TouchAttack}}
{{#var:AlphaSpecialDmg}}     - inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack.
 
{{#var:Special#SaveDC}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save.
 
{{#var:Special#StandardDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack.
 
{{#var:Special#SwiftDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions.
 
{{#var:Special#AlphaDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
 
-->
-->


| Ability-1-Name=Cyclone
| Ability-1-Type=Su              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-1-Description=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 {{#var:SaveDC}}. If they fail this save, they are rendered prone adjacent to the air elemental. Save or not, they take {{#var:SwiftSpecialDmg}} points of damage.


| Ability-2-Name=Shapeless
<!--  SPECIAL ABILITIES  -->
| Ability-2-Type=Su             <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration=     <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| HideRoleReminder1 =
| Ability-2-Description=Air elementals have no solid form. They may squeeze down as much as four size categories smaller than their normal size with no penalties.
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Cyclone
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = 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 {{#var:Special1SaveDC}}. If they fail this save, they are rendered prone adjacent to the air elemental. Save or not, they take {{#var:Special1SwiftDmg}} points of damage.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Shapeless
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Air elementals have no solid form. They may squeeze down two size categories smaller than their normal size with no penalties if they wish to.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 


| Ability-3-Name=
| Ability-3-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description=


| Ability-4-Name=
<!--   COMBAT TACTICS  -->
| Ability-4-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description=


| Ability-5-Name=
| CombatTactics = 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.
| Ability-5-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description=


| Ability-6-Name=
| Ability-6-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description=


| Ability-7-Name=
| Ability-7-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description=


| Ability-8-Name=
<!--   OUT OF COMBAT  -->
| Ability-8-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description=


| Ability-9-Name=
| OutOfCombat = Small Air Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings).  Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is stifling and oppressively filled with obstacles and dirt and rocks.
| Ability-9-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-Description=


| CombatTactics=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.
: In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.


| OutOfCombat=


}}
}}

Revision as of 20:50, 1 June 2016

Elemental, Small Air (Summoned) (CR 1)

Neutral - Small - Outsider (Elemental; Air)
Lore: Know (Planes)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +7
Will: +0

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

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):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

12
STR
17
DEX
12
CON
4
INT
11
WIS
11
CHA

Skills:

Languages: Auran

Feats:

Special Abilities

Cyclone (Su)

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.

Shapeless (Su)

Air elementals have no solid form. They may squeeze down two size categories smaller than their normal size with no penalties if they wish to.

Elemental, Small Air (Summoned)

Elemental, Small Air (Summoned)

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

Small Air Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is stifling and oppressively filled with obstacles and dirt and rocks.

In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.

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
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)