Elemental, Air [126]

Climat/Terrain Any land
Organisation Solitary
Fréquence Très rare
Diète Air
Cycle d'activité Any
Intelligence 5-7 - Intelligence basse
Trésor Nil
Alignement Neutre Absolu
Nombres 1
Classe d'armure 2
Mouvement Au sol :
Vol : 36 - Classe de vol : A
Nage :
Enfouissement :
Web :
Dés de vie 8, 12, or 16
Thac0 8 Hit Dice: 13 12 Hit Dice: 9 16 Hit Dice: 5
Nbre d'attaques 1
Dommage / attaques 2-20
Attaques spéciales See below
Défenses spéciales +2 or better weapon to hit
Résistance à la magie Nil
Taille H - huge ( 12+' to 25' )
L to H (8-16’ tall)
Morale 17-18 - Fanatique
Valeur en XP 8 Hit Dice: 3,000
12 Hit Dice: 7,000
16 Hit Dice: 11,000

Commentaires : Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm.
Combat : While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental’s mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.

The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone.

This whirlwind lasts for one melee round, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.