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
Resist Lightning 5
Armor Rating 15
Hit Points 90
Speed 0 ft, Fly 60 ft
Traits Immutable, Iron Will
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 Elemental can take FOUR of the following actions, or take the same action four times.

Move. The Elemental can move up to its speed.

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

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

Move. The Elemental can move up to its speed.

Howling Wind. The Elemental uses its Howling Wind.

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

Wind Blast. The Elemental uses its Wind Blast.
Reactions
Gust (1/Round). When a creature moves into 10 ft reach of the Elemental, it may reactively make a Howling Wind attack.