Elemental, Air/Earth
| Air
| Earth
|
Climate/Terrain:
| Any air
| Any land
|
Frequency:
| Very rare
| Very rare
|
Organization:
| Solitary
| Solitary
|
Activity Cycle:
| Any
| Any
|
Diet:
| Air
| Earth, metal, or gem
|
Intelligence:
| Low (5-7)
| Low (5-7)
|
Treasure:
| Nil
| Nil
|
Alignment:
| Neutral
| Neutral
|
No. Appearing:
| 1
| 1
|
Armor Class:
| 2
| 2
|
Movement:
| Fl 36 (A)
| 6
|
Hit Dice:
| 8, 12, or 16
| 8, 12, or 16
|
THAC0:
| 8 Hit Dice: 13
| 8 Hit Dice: 13
|
| 12 Hit Dice: 9
| 12 Hit Dice: 9
|
| 16 Hit Dice: 5
| 16 Hit Dice: 5
|
No. of Attacks:
| 1
| 1
|
Damage/Attack:
| 2-20
| 4-32
|
Special Attacks:
| See below
| See below
|
Special Defenses:
| +2 weapon or better to hit
| +2 weapon or better to hit
|
Magic Resistance:
| Nil
| Nil
|
Size:
| L to H (8' to 16' tall)
| L to H (8' to 16' tall)
|
Morale:
| 8-12 Hit Dice:
| 8-12 Hit Dice:
|
| Champion (15-16)
| Champion (15-16)
|
| 16 Hit Dice:
| 16 Hit Dice:
|
| Fanatic (17)
| Fanatic (17)
|
XP Value:
| 8 Hit Dice: 3,000
| 8 Hit Dice: 2,000
|
| 12 Hit Dice: 7,000
| 12 Hit Dice: 6,000
|
| 16 Hit Dice: 11,000
| 16 Hit Dice: 10,000
|
Air elementals can be conjured in any area of open air where gusts of wind are
present. The common air elemental appears as an amorphous, shifting cloud when
it answers its summons to the Prime Material plane. They rarely speak, but
their language can be heard in the high-pitched shriek of a tornado or the low
moan of a midnight storm.
Combat: While air elementals are not readily tangible to the inhabitants of planes
other than its own, they can strike an opponent with a strong, focused blast of
air that, like a giant, invisible fist, does 2-20 points of damage. The extremely
rapid rate at which these creatures can move make them very useful on vast
battlefields or in extended aerial combat. In fact, the air elemental's mastery of
its natural element gives it a strong advantage in combat above the ground. In
aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.
The most feared power of an air elemental is its ability to form a whirlwind
upon command. Using this form, the air elemental appears as a truncated,
reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of
the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8
Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental
produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental
produces a whirlwind standing 80 feet tall. It takes one full turn to form and
dissipate this cone.
This whirlwind lasts for one melee round, sweeps away and kills all creatures
under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all
creatures it fails to kill outright. If, because of overhead obstructions, the
whirlwind fails to reach its full height, it can only sweep up creatures under
2 Hit Dice and do 1-8 points of damage to all others in its cone.
Earth elementals can be conjured in any area of earth or stone. This type of
common elemental appears on the Prime Material plane as a very large humanoid
made of whatever types of dirt, stones, precious metals, and gems it was conjured
from. It has a cold, expressionless face, and its two eyes sparkle like
brilliant, multifaceted gems. Though it has a mouth-like opening in its face, an
earth elemental will rarely speak. Their voices can be heard in the silence of deep
tunnels, the rumblings of earthquakes, and the grinding of stone on stone.
Though earth elementals travel very slowly, they are relentless in the
fulfillment of their appointed tasks. An earth elemental can travel through solid
ground or stone with no penalty to movement or dexterity. However, these elementals
cannot travel through water: they must either go around the body of water in
their path or go under it, traveling in the ground. Earth elementals prefer the
latter as it keeps them moving, more or less, in a straight line toward their
goal.
Combat: Earth elementals will always try to fight on the ground and will only rarely
be tricked into giving up that advantage. Because of their close alliance to the
rock and earth, these elementals do 4-32 points of damage (4d8) whenever they
strike a creature that rests on the ground.
Against constructions with foundations in earth or stone, earth elementals do
great damage, making them extremely useful for armies sieging a fortification.
For example, a reinforced door, which might require a few rounds to shatter
using conventional methods, can be smashed with ease by an earth elemental. They
can even level a small cottage in a few rounds.
An earth elemental's effectiveness against creatures in the air or water is
limited; the damage done by the elemental's fists on airborne or waterborne
targets is lessened by 2 points per die (to a minimum of 1 point of damage per die).