Bestiary

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Minor Air Elemental

Most gusts of wind are just that, but one could be a non-hostile minor air elemental. Detecting a minor air elemental requires a Perception check (DC: 18). This, of course, means a sneak attack might occur. However, if hostility does break out, one of these semi-substantial beings will attack with a shoving attack. When attacking the elemental moves through spaces with its movement, then all victims must individually roll a Strength feat (DC:11) or carried 10 feet in the direction of movement. The final position could result in falling from a cliff or being dashed into a wall (which would inflict d3 points of blunt damage). However, like drive, the victim has the option to suffer damage (d3) instead of being moved even if failing the save, but a “natural 1” on the save prevents that option. The damage for refusing to move is actually edged damage in this case due to the cutting debris in the air. This movement through others is not subject to flee-attack reactions. When striking an elemental of this sort, recognize it is resistant to blunt, edged and piercing weapons. A minor elemental cannot be put to sleep, frightened, charmed, paralyzed, poisoned or petrified. Further, as all elementals, this one has both darkvision as well as spirit sight.
Notes: Special Wind-Movement Attack
Body: 28 ( STR:7, AGIL:7, RESIL:5 )
Mind: 7 ( LOGIC:2, PERC:2, JUDG:1 )
Spirit: 7 ( WILL:2, FAITH:1, MUSE:2 )
Movement: 60 feet
Size Category: Medium 
Armor Class: 15