Elemental, Air
Illustration by Salty Goo. Monster from medieval mythology.
Sentient wind. Steam Elementals are sassy and falsely relaxed. Air Elementals are fickle and tempestuous. They value freedom of spirit and laissez-faire and communicate in hisses and temperature changes. Sometimes seen summoned by a wizard. An air elemental.
Imagine wind moving and shaping itself as if it had its own will.
Hit Points: 4*X | Armor: 0 |
Hit it: hard | Dodge it: normal |
Move: Fly fast | Size: vary |
→ How to read monster stats
This creature is living wind and is thus only affected by things that would affect air currents. It has a 1/6 chance to die every round totally spent in contact with a hard surface. It can shape wind at will.
Attacks (1/round)
Gust. An adjacent creature must save or be blown away nearby, fall prone, and take damage (XD4) on impact.
Vortex. The elemental sucks all surrounding objects in. If they fail a save, each adjacent creature has the first 1D4 objects of their inventory stolen.
Create Wind (X/day). The elemental creates strong winds in a 20’ cube which lasts X minutes. In that zone, moving is harder and missiles inflict half damage.
Harness Its Energy
If you have captured this elemental, you can spend the equivalent of 3 bags of gold in a magical laboratory between two adventures to bind it to your soul. If you do so, you …
- You gain X Doom Points (roll for Catastrophe);
- You gain 1 Spell Die and learn the spell Conjure Air Elemental (below);
- Roll a D6, you mutate in the following way :
- Your weight is reduced by 80%.
- The wind is forever against you.
- You conduct electricity.
- Your clothes are always bellowing.
- You hover 1 cm above the ground.
- You can change one word from a class ability you have or a spell you know to Air.
If you roll a Catastrophe, the elemental is released and hostile, and you lose the Spell Dice.
Number : 1 Lair : Arcane Maestrom Desire : Fly & Move things
A basic dungeon thematic room.
To fill a dungeon room.
What it is doing.
Conjure Air Elemental
R: 30’ D: [dice] x 10 minutes
You summon a 1D4 HD air elemental. You may control it if it has [dice] HD or less with concentration, but otherwise the standard reaction roll and negotiating procedures apply. If a particular true name is known, it may be intoned during the casting of this spell and the named elemental will come instead.