Air Elemental

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Pure elementals are the incarnations of fire, water, earth, air, or combinations thereof. While some elementals have their Essence bound in humanoid form, others exist as unbound forces of nature. Direct descendants of the Ashyidir Conclave, elementals generally exhibit personalities and combat tactics reminiscent of the Archfae that shares their element.

Sometimes, Elementals in their pure form are trapped and used in occult rituals to create corrupted monsters that will serve the cultists that conjured them. Fireblights and Galepiercers are examples of the creatures created from such rituals.

Air Elemental

Monster Level: 15
Large. Elemental
STR DEX END AWR INT CHA
3 5 0 4 0 3
Ref: 15 Fort: 10 Ant: 14 Log: 10 Will: 13
Armor Rating 15 Resist Lightning 5
Hit Points 90 Traits Immutable, Iron Will
Speed 0 ft, Fly 60 ft
Features
Malleable Form. The Air Elemental can use its move action to pass through spaces as small as 1 inch, but cannot end its turn in any space too small for a Large creature.
Actions

The Air Elemental can take FOUR of the following actions, or take the same action four times.

Move. The Air Elemental can move up to its speed.

Howling Wind. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sonic.

OR the Air Elemental can take TWO of the following actions, or take the same action twice...

Move. The Air Elemental can move up to its speed.

Howling Wind. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sonic.

...AND take ONE of the following actions.

Wind Blast. 40 ft Cone Natural Weapon. +5 vs FORT of all creatures in the cone. Hit: 9 (1d8+5) sonic, and the target is pushed 10 ft.

OR the Air Elemental can take the following action twice.

Wind Blast. 40 ft Cone Natural Weapon. +5 vs FORT of all creatures in the cone. Hit: 9 (1d8+5) sonic, and the target is pushed 10 ft.
Reactions
Gust (1/Round). When a creature moves into 10 ft reach of the Air Elemental, it may reactively make a Howling Wind attack.