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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.

Extra large and gargantuan air elementals automatically spin off two potency dice of tiny air elementals every round in combat. These tiny air elementals are treated as summoned air elementals and thus dissipate within 5 rounds (if not sooner due to the use of combat actions).

General Defenses Dice Potential 1) 2)
Encounter Uncommon Solitary Piercing 10
Size Tiny to Gargantuan Bludgeoning 8
Initiative 5 Slashing 10
Hit Points By Size Poison / Disease 3
Mana 5 - 25 Freezing 5
Burning / Acid 5
Movement Speed Electricity 5
Run N/A Cognitive 7
Swim N/A Emotional Immune
Fly Very Fast Self 3
Skill Degree Dice Mana Used
Hurl Projectile N/A B 3 - 9 or P 3 - 9 1
Buffet N/A B 3 3) None
1)
Smaller air elementals get the standard additional defense dice due to size.
2)
Defense against projectiles, including magical projectiles, add an additional two dice due to air currents near the elemental.
3)
Extra large and gargantuan air elementals cause damage when creatures pass through it
air_elemental.1565190149.txt.gz · Last modified: by dungeonmaster