Elemental, Air
Illustration by Salty Goo. Monster from medieval mythology.
Sentient wind. Air Elementals are fickle and tempestuous. They value freedom of spirit and laissez-faire and communicate in gusts and howls. 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.
Encounter
Number : 1 Lair : Arcane Maestrom Desire : Fly & Move things
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.
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.