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Conjured Air Elemental

These powerful animations of their element are almost always summoned and solitary. As such, they are not subject to either Mind or Spirit attacks; a conjured elemental will automatically succeed against any preservation save involving these. Also, it is resistant to lightning, blunt, edged and piercing weapons, magical and non-magical alike. Further, an air elemental is completely immune to poison. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The movement rate by flight is a fast 120 feet, but this elemental can also hover in place. During combat, the air elemental typically uses a slamming attack which delivers 2d20 of blunt damage. However, it is also capable of transforming into a whirlwind once each minute, whereby any creature in the elemental's movement space must make a Strength feat save DC14. On a failure, a target suffers 2d4 blunt points of damage and is flung up 20 feet away from the elemental in a random direction and knocked prone.
Body: 63 ( STR:14, AGIL:14, RESIL:14 )
Mind: 0 ( LOGIC:0, PERC:0, JUDG:0 )
Spirit: 0 ( WILL:0, FAITH:0, MUSE:0 )
Movement: 120 feet
Size Category: Huge (+2 to hit)
Armor Class: 17
Attack: Slam
Number of d20s: 2
To-Hit Modifier: +14
Damage Type: blunt
Damage: 6 to 7 pts