Category F5 tornado (upgraded from initial estimate of F4) viewed from
Elemental (Air, Extraplanar)
|Initiative||+24 (+16 Dexterity, +8 Superior
|Speed||Fly 100 ft. (perfect)
|AC||66 (–8 size,
+16 Dexterity, +48 natural)
|Attack||Slam +57 (4d8+16)
|Full Attack|| 2 Slams +57 (4d8+16)
|Space/Reach||30 ft./30 ft.|
|Special Attacks||Air mastery, whirlwind
|Special Qualities||Elemental traits,
DR 10/–,SR 42
|Saves||Fort +42, Ref +52,
|Abilities||Strength 32, Dexterity 43, Constitution
28, Intelligence 8, Wisdom 13, Charisma 13
|Skills||Listen +48, Spot +57
Reflexes, Dodge, Flyby
Attack, Great Fortitude,
Improved Initiative, Iron
Will, Mobility, lightning
reflexes, Spring Attack, Weapon
Finesse, Weapon Focus (slam)
|Epic Feats|| Blinding
Prowess (x2), Epic
Toughness (x4), Epic
Initiative Devastating Critical (slam),
|Advancement||65–288 HD (Colossal)
Primal air elementals speak
Immune to poison, sleep, Paralysis, and stunning. Not subject to critical hits.
Air Mastery (Ex):
Airborne creatures take a –1 penalty on attack and damage rolls
against an air elemental.
The elemental 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 can move through the air or along a surface at its Fly speed.
A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top,
and up to 80 feet tall. The elemental controls its exact height, but it must
be at least 10 feet. Gargantuan or smaller creatures might take damage when
caught in the whirlwind and may be lifted into the air. An affected creature
must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind
or take 4d8 points of damage. It must also succeed at a second Reflex save (DC
53) or be picked up bodily and held suspended in the powerful winds, automatically
taking 4d8 points of damage each round. A creature that can Fly is allowed a
Reflex save (DC 53) each round to escape the whirlwind. The creature still takes
damage but can leave if the save is successful. The elemental 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 centered on the elemental 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 one-half
concealment, while those farther away have total concealment. Those caught in
the cloud must succeed at a Concentration check (DC 53) to cast a spell. The
DC is Strength-based.
of Mankind is owned and created by Mark John Goodwin
text on this page is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.