Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 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, Minor 

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 
Protection Points: 9
Guard Roll Dice: d4 & d4