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Elemental air

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

Statistics Edit

Race: elemental
Alignment: true neutral
Armor class: 28
Hit points: 178
Attack bonus: +26/+21/+16
Damage: 2d8+5 bludgeoning damage (creature weapon)

Hit dice (level): 21
Challenge rating: 18

Saves
  fortitude 10
reflex 16
will 12

Size: medium

Abilities
  strength 20
dexterity 31
constitution 18
intelligence 6
wisdom 11
charisma 11
Damage reduction: 10/+2

Trained skills:(‡) listen (23), spot (23)
Feats: darkvision, dodge, mobility, weapon finesse, weapon proficiency (creature)

Blueprint:(‡) nw_airgreat

Special abilities Edit

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

This creature can use its whirlwind ability once per day.

Notes Edit

  • The elemental swarm spell summons an identical creature, other than having a ResRef of nw_sw_airgreat.
  • The summon creature VIII spell summons a similar creature, but one with only 18 hit dice and a constitution of only 17. This drops its hit points to 157, attack bonus to +23/+18/+13, fortitude save to 9, will save to 11, and challenge rating to 17. The ResRef of this summons is nw_s_airgreat.

See also: air elemental, huge air elemental, elder air elemental

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