monster Elemental Air Primal med

Air Primal



Category F5 tornado (upgraded from initial estimate of F4) viewed from the southeast as it approached Elie, Manitoba on Friday, June 22nd, 2007.Justin Hobson.

Category F5 tornado (upgraded from initial estimate of F4) viewed from
the southeast as it approached Elie, Manitoba on Friday, June 22nd, 2007.Justin

Air Elemental,
Elemental (Air, Extraplanar)
Hit Dice 64d8+576
(944 hp)
Initiative +24 (+16 Dexterity, +8 Superior
Speed Fly 100 ft. (perfect)
AC 66 (–8 size,
+16 Dexterity, +48 natural)
Base Attack/Grapple +48/+75
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,
Will +28
Abilities Strength 32, Dexterity 43, Constitution
28, Intelligence 8, Wisdom 13, Charisma 13
Skills Listen +48, Spot +57
Jump +10,
Feats Alertness, Combat
, Dodge, Flyby
, Great Fortitude,
Improved Initiative, Iron
, Mobility, lightning
, Spring Attack, Weapon
, Weapon Focus (slam)
Epic Feats Blinding
(x2), Epic
(x4), Epic
, Superior
Devastating Critical (slam),
Climate/Terrain Any land
Organization Solitary
Challenge Rating 35
Treasure None
Alignment Usually neutral
Advancement 65–288 HD (Colossal)

Primal air elementals speak


Elemental Traits:
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.

Whirlwind (Su):
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.



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