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Elemental Ruler; Air

by Jamie Baty

RC 176
Colossal Elemental (Air, Extraplanar)
Hit Dice: 41d8+246 (430 hp)
Initiative: +19 (+15 Dex, +4 Improved Initiative)
Speed: fly 100 ft. (perfect)
Armour Class: 29 (-8 size, +15 Dex, +12 natural), touch 17, flat-footed 14
Base Attack/Grapple: +30/+56
Attack: Slam +37 melee (8d12 +10)
Full Attack: 2 Slam +37 melee (8d12 +10)
Space/Reach: 30 ft.+/30 ft.+
Special Attacks: Air mastery, whirlwind
Special Qualities: Damage reduction 15/-, darkvision 60ft., elemental traits, spell immunity, state of air, summon air allies
Saves: Fort +19, Ref +37, Will +21
Abilities: Str 30, Dex 41, Con 22, Int 14, Wis 15, Cha 15
Skills: Bluff +18, Diplomacy +22, Gather Information +22, Knowledge (the planes) +27, Listen +29, Search +27, Sense Motive +22, Spot +29
Feats: Alertness, Blind Fighting, Cleave, Combat Reflexes, Dodge, Epic Will, Flyby Attack, Improved Combat Reflexes, Improved Flyby Attack, Improved Initiative (B), Improved Sunder, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organisation: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Usually neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -

Air elemental rulers are colossal versions of regular air elementals. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are suspicious of natives of the Material Plane, and have a true hatred of creatures from the Plane of Earth.
Air elemental rulers speak Auran. They rarely bother to learn any other languages.

Combat
Although neither prone to violence nor averse to diplomacy, air elemental rulers are dangerous foes and not to be taken lightly. When threatened by powerful enemies, they most often will summon allies, and then turn into a whirlwind long enough for the allies to arrive. Weak foes will be battered and smashed quickly by slams.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental ruler.

Whirlwind (Su):The elemental ruler can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental ruler can move through the air or along a surface at its fly speed.
The whirlwind is 10 feet wide at the base, up to 60 feet wide at the top, and up to 82ft tall (2ft per HD). The elemental ruler controls the exact height, but it must be at least 20 feet.
The elemental ruler's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental ruler enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental ruler moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental ruler might take 4d8 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects is DC 40. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental ruler carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental ruler can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental ruler can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centred on the elemental ruler and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 20 + spell level) to cast a spell.
An elemental ruler in whirlwind form cannot make slam attacks and does not threaten the area around it.

Damage Reduction (Su): An air elemental ruler has damage reduction of 15/-.

Spell Immunity (Ex): An air elemental ruler is immune to all spells and spell-like abilities of 5th level or lower. It is also immune to all mind-affecting spells, and any spell that would result to instant death, such as disintegration.

State of Air (Ex): Air elemental rulers are immune to air-based attacks but take double damage from earth-based spells and attacks.

Summon Air Allies (Sp): Once per hour, an air elemental ruler can summon creatures native to the Plane of Air (air elementals, Anemos, and Eolians are most typical; djinn are less common). Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.