Elemental, Air
Illustration by Salty Goo. Monster from medieval mythology.
Imagine wind moving and shaping itself as if it had its own will.
Sentient Wind. An air elemental.
Air Elementals are fickle and tempestuous. They value freedom of spirit and laissez-faire and communicate in hisses and temperature changes.
HD X | Armor: 0 |
Hit it: hard | Dodge it: normal |
Movement: fly fast |
→ 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.
Number : 1 Lair : Arcane Maestrom Desire : Fly & Move things
When you roll this monster on your encounter table. Most of them are hints the monster is nearby.
If the party meets this monster, what is it doing?
So, You Have Captured An Air Elemental?
New carousing activities!
Bind the Elemental Creature
If you have captured this elemental monster, 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;
- 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.
Conjure the Elemental Creature
If you have befriended or bound this monster, you can spend the equivalent of 2 bags of gold in a wizard library between two adventures to learn the following spell:
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.