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air_elemental

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Air Elemental

Air elementals generally appear as tornadoes, dust devils, or water spouts with wind speeds measured in the hundreds of kilometers per hour. Because of their wind speeds, they can pick up and hurl projectiles for 3 - 8 dice of damage (based on size) or buffet creatures passing through their bodies for the largest elementals. Tiny and very small air elementals can manipulate air as a third degree skill-user, small and medium as fourth, large and extra-large as fifth, and gargantuan as sixth.

Earth wielded as a weapon against them uses up one point of their mana per degree of the character wielding.

Summoned air elementals are generally harder to control, and require a non-combat action to keep under control rather than simply a passive action. Summoned air elementals automatically lose mana at a rate of one per round

Extra large and gargantuan air elementals automatically spin off two potency dice of tiny air elementals every round in combat. These tiny air elementals

Encounter Uncommon Solitary Defenses Dice Potential
Size Tiny to Gargantuan Piercing 10
Hit Points By Size Bludgeoning 8
Mana 5 - 25 Slashing 10
Movement Speed Poison / Disease 3
Run N/A Freezing 5
Swim N/A Burning / Acid 5
Fly Very Fast Electricity 5
Attack Dice Cognitive 7
Hurl Projectile B 3 - 9 or P 3 - 9 Emotional Immune
Buffet B 3 1) Self 3
1)
Extra large and gargantuan air elementals cause damage when creatures pass through it
air_elemental.1565105995.txt.gz · Last modified: by dungeonmaster