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Creature

Air Elemental

Medium to Colossal Psychic elemental—summon and polymorph template

An Air Elemental is a Psychic monster formed where excess magical particles gather in wind and open sky. Its apparent size measures the space occupied by its currents, not a solid mass. It is the fastest documented elemental and prefers to throw enemies out of position rather than meet their strength directly. See Elementals for the origin, language, and behavior shared by the species.

Its first profile becomes available with Summon or Polymorph Level 2.


Air Elemental (Polymorph & Summon Template)

Choose a known profile whose listed level is no higher than the level of Summon or Polymorph actually cast. Generate its body from the locked Spell DC; see Magical Creature Templates.

Combat Profile

Characteristic Level 2 Level 4 Level 6 Level 8 Level 10
Size Medium Large Huge Gargantuan Colossal
STR multiplier ×0.25 ×0.35 ×0.45 ×0.60 ×0.80
DEX multiplier ×1.25 ×1.80 ×2.70 ×4.00 ×6.50
HP per STR 12 24 48 96 192
Attacks 3 4 5 6 7
Spell Actions 1 1 2 2 3
General Actions 5 7 9 12 15
Dedicated Dodges 3 4 5 7 9
Fly Speed 100 ft 160 ft 250 ft 400 ft 650 ft
Reach 5 ft 10 ft 15 ft 25 ft 40 ft
DR 0 0 4 8 16

The elemental has no Ground Speed and cannot fall or become prone. Its currents can surround and carry simple objects, but cannot perform fine work or operate mechanisms requiring fingers.

Body of Air

The Air Elemental needs no air, food, drink, or sleep. It cannot be poisoned, diseased, made to bleed, or suffocated. It is immune to lightning and sonic damage at every level and to forced movement caused solely by wind. It still has a mind and can be affected by mental attacks. Polymorph grants all these physical traits.

Weapons and physical attacks strike the magical pressure holding its body together and deal damage normally. The elemental cannot be held by an ordinary grapple.

It can pass through any opening that ordinary air could cross, moving at half Fly Speed. Solid walls, sealed containers, magical Barriers, and effects that prevent air from passing still block it.

While exposed to a strong natural or magical wind, the elemental recovers 10% of its maximum HP per round. A light breeze is not enough. Ordinary healing magic meant for living flesh cannot restore it.

A nonpermanent summoned elemental dissipates when Summon ends or it is destroyed. A permanent Air Elemental leaves real air that rejoins the atmosphere.

Attacks

Attack Level 2 Level 4 Level 6 Level 8 Level 10
Wind Blade 1d8 + higher of STR or DEX 2d8 + higher of STR or DEX 3d8 + higher of STR or DEX 4d8 + higher of STR or DEX 5d8 + higher of STR or DEX

Wind Blade is compressed air striking like a physical blade. DR protects normally.

Throw with the Wind. The elemental can sacrifice one Wind Blade's damage to push its target up to its Fly Speed. The target resists with Reflex or Fortitude against the locked Spell DC, whichever fits its attempt to evade or withstand the current. Size, available space, and obstacles still limit the movement.

Psychic Racial Spells

These spells are Psychic when cast by an Air Elemental and require neither speech nor gesture. The list is cumulative.

Racial spell Level 2 Level 4 Level 6 Level 8 Level 10
Tempest Gale 1 3 5 7 9
Elemental Wall 2 4 6 8 10
Tornado 3 5 7 9
Sound Assault 7 10

A summoned Air Elemental uses the innate spell-slot reserve granted by Summon. The caster can give it additional slots during creation, and Spell Conduit can provide more afterward.

A creature using Polymorph learns these racial spells but gains no second reserve. Every casting spends one of the transformed creature's real spell slots.

Mind

An Air Elemental possesses a mind, understands and speaks every language, and knows its own body and racial spells. It never communicates through telepathy, including through Summon's Psychic communication. Its goals remain simple even after centuries of life. A summoned elemental begins with the fresh consciousness described by Summon. A caster using Polymorph retains their own mind.

Spells

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