Small Air Elemental: Difference between revisions

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m (Text replacement - "bonuses to CMB" to "bonuses to Maneuver Offense")
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{{Template:Monster
{{Template:Monster
<!-- Version 2.01 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Elemental
| Subtype | Air
   <!-- If any -->
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFullLoreValue =  
| NudgeFullLoreValue = 1
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit =  
| NudgeInit = 2
  <!-- CR 1 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
   <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| NudgePerception =  
| NudgePerception = 2
  <!-- CR 1 PERCEPTION = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
  <!-- CR 1 AC = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =  
| NudgeTouchAC = 1
  <!-- CR 1 TOUCH AC = 11 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeFFAC = 1
   <!-- CR 1 FLAT-FOOTED AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Nudge-Maneuver-Defense = -1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Nudge-Maneuver-Defense =
  <!-- CR 1 Resilience = 15 -->
| Maneuver-Defense-Notes =  
| Maneuver-Defense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!-- CR 1 HIT POINTS = 20 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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| Refl = S
| Refl = S
| Will =  
| Will =  
  <!-- CR 1 STRONG SAVE = +4; WEAK SAVE = +1                      -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SR =
| SpecialDefenses = ER 15/Electric
  <!-- 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 -->
   <!-- Put any DR or ER values here -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft.
| MoveTypes = [[Hover]] 30 ft.
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
   <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
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| NudgePriToHit =  
| NudgePriToHit =  
  <!-- CR 1 PRIMARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage =  
  <!-- CR 1 PRIMARY NATURAL DAMAGE = 1d8  -->
  <!-- CR 1 PRIMARY MELEE DAMAGE = 1d8    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSecToHit =  
| NudgeSecToHit =  
  <!-- CR 1 SECONDARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!-- CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeTerToHit =  
| NudgeTerToHit =  
  <!-- CR 1 TERTIARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!-- CR 1 TERTIARY NATURAL DAMAGE = 1d8  -->
  <!-- CR 1 TERTIARY MELEE DAMAGE  = 1d8    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!-- CR 1 QUATERNARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!-- CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


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


| RangedAtkIncrementDistance = 100
| RangedAtkIncrementDistance = 50
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements = 1
| RangedAtkNumberOfIncrements = 2
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes = + Bull Rush
| RangedAtkNotes = plus Bull Rush
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


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| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!-- CR 1 RANGED TO-HIT = +4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
  <!-- CR 1 RANGED DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Nudge-Maneuver-Offense =  
| Nudge-Maneuver-Offense =  
   <!-- CR 1 CMB = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes =  
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| Nudge-Siege-Maneuver-Offense =  
| Nudge-Siege-Maneuver-Offense =  
  <!-- CR 1 SIEGE CMB = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!-- CR 1 SIEGE DAMAGE = 1d6-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!-- CR 1 SKILLS = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- 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 bludgeoning damage.
| 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:Special1StandardDmg}} points of bludgeoning damage.
 
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special1AlphaDmg}}       Alpha Damage
         {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special1-Ability-Dmg}}   Stat Damage
         {{#var:Special1-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special1-Hit-Points}}     Hit Points
         {{#var:Special1-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special1-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility1-HitDice =  
| NudgeAbility1-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Any creature which is struck by the air elemental's Blast of Wind Attack is also subject, as a triggered free action, to a Bull Rush attack, even if the Air Elemental is not adjacent to them. The Air Elemental makes a CMB vs CMD roll as normal, and the Bull Rush attempt is resolved in all other ways as normal. although it is highly unlikely the elemental will be within reach of any provoked attacks of opportunity.
| Ability-2-Description = Any creature which is struck by the air elemental's Blast of Wind Attack is also subject, as a triggered free action, to a Bull Rush attack, even if the Air Elemental is not adjacent to them. The Air Elemental rolls 1d20+{{#var:Special2-Maneuver-Offense}} vs the target's Maneuver Defense as normal, and the Bull Rush attempt is resolved in all other ways as normal. although it is highly unlikely the elemental will be within reach of any provoked attacks of opportunity.
 
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special2AlphaDmg}}       Alpha Damage
         {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special2-Ability-Dmg}}   Stat Damage
         {{#var:Special2-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special2-Hit-Points}}     Hit Points
         {{#var:Special2-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special2-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility2-HitDice =  
| NudgeAbility2-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense = 1
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special3AlphaDmg}}       Alpha Damage
         {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special3-Ability-Dmg}}   Stat Damage
         {{#var:Special3-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special3-Hit-Points}}     Hit Points
         {{#var:Special3-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special3-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility3-HitDice =  
| NudgeAbility3-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special4AlphaDmg}}       Alpha Damage
         {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special4-Ability-Dmg}}   Stat Damage
         {{#var:Special4-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special4-Hit-Points}}     Hit Points
         {{#var:Special4-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special4-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility4-HitDice =  
| NudgeAbility4-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 701: Line 714:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special5AlphaDmg}}       Alpha Damage
         {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special5-Ability-Dmg}}   Stat Damage
         {{#var:Special5-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special5-Hit-Points}}     Hit Points
         {{#var:Special5-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special5-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 743: Line 758:
| NudgeAbility5-HitDice =  
| NudgeAbility5-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 759: Line 780:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special6AlphaDmg}}       Alpha Damage
         {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special6-Ability-Dmg}}   Stat Damage
         {{#var:Special6-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special6-Hit-Points}}     Hit Points
         {{#var:Special6-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special6-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 801: Line 824:
| NudgeAbility6-HitDice =  
| NudgeAbility6-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 817: Line 846:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special7AlphaDmg}}       Alpha Damage
         {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special7-Ability-Dmg}}   Stat Damage
         {{#var:Special7-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special7-Hit-Points}}     Hit Points
         {{#var:Special7-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special7-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 859: Line 890:
| NudgeAbility7-HitDice =  
| NudgeAbility7-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 875: Line 912:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special8AlphaDmg}}       Alpha Damage
         {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special8-Ability-Dmg}}   Stat Damage
         {{#var:Special8-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special8-Hit-Points}}     Hit Points
         {{#var:Special8-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special8-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 917: Line 956:
| NudgeAbility8-HitDice =  
| NudgeAbility8-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 933: Line 978:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special9AlphaDmg}}       Alpha Damage
         {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special9-Ability-Dmg}}   Stat Damage
         {{#var:Special9-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special9-Hit-Points}}     Hit Points
         {{#var:Special9-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special9-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 975: Line 1,022:
| NudgeAbility9-HitDice =  
| NudgeAbility9-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->





Revision as of 21:14, 13 August 2017

Elemental, Small Air (Summoned) (CR 1)

Neutral - Small - Outsider (Air)
Lore: Know (Planes)
2 18
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
14
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +5
Will: +0

Strong Against:

  • ER 15/Electric
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):

  • 1x Blast of Wind +3 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 50 ft.; Max Range: 100 ft.)
    plus Bull Rush

Full Attack (Ranged):

  • 3x Blast of Wind +3 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 50 ft.; Max Range: 100 ft.)
    plus Bull Rush

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 bludgeoning damage.

Bull Rush (Ex)

Any creature which is struck by the air elemental's Blast of Wind Attack is also subject, as a triggered free action, to a Bull Rush attack, even if the Air Elemental is not adjacent to them. The Air Elemental rolls 1d20+ vs the target's Maneuver Defense as normal, and the Bull Rush attempt is resolved in all other ways as normal. although it is highly unlikely the elemental will be within reach of any provoked attacks of opportunity.

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 use Blast of Wind at range, all while moving closer. Once within range of a half-move, they will immediately use their Cyclone power in any combat to disrupt the most dangerous or most difficult to hurt enemies. After Cyclone, they will try to take full attacks with Gust, to maximize their damage. If they cannot hit with their Gust power, they will back away and switch back to Blast of Wind attacks. 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 uncommon 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.

Air elementals are also frequently bound to objects, items, and locations for their useful properties. Cooling breezes, forced blast for forges, and ventilation for mines are among the duties forced upon bound air elementals. Such object bindings can last for a very, very long time, and it is possible to find Air Elementals in ruins and caves as they escape such bindings, sometimes centuries after they were summoned.
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. While so afflicted, they will attack aggressively, closing to use Gust for maximum damage, and will rarely withdraw.

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)