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 Over-Category: Ideophage 
 Kingdom: Elemental 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Elementals are creatures who are native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. These entities have darkvision out to 60 feet. Further, they have immunity to poison, sleep effects, paralysis, and stunning. Elementals do not eat food, sleep, or breathe.

Elemental, Air, Conjured 

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