Elemental, Air
Also known as: Staff Elemental, Air, Device Elemental, Air, Spell Elemental, Air
Air elementals resemble "dust devils," that is, small whirlwinds, but they are much more powerful
Basic Fantasy Role-Playing Game
| Armor Class | 18 (m) |
|---|---|
| Hit Dice | 8* |
| Number Appearing | – special – |
| Damage | 1d12 |
| Movement | – Fly 120' – |
| Save As | Fighter: 8 |
| Morale | 10 |
| XP | 945 |
| Treasure Type | – None – |
Air elementals resemble “dust devils,” that is, small whirlwinds, but they are much more powerful. Air elementals take double damage when attacked by earth-based attacks (including by earth elementals). An air elemental may choose either to attack a single opponent, thus receiving one attack per round at the listed damage, or may choose to knock all opponents in a 5’ radius to the ground; if the latter attack is used, all creatures of 2 hit dice or less must save vs. Death Ray or fall prone. Creatures of 3 or more levels or hit dice are not so affected. Air elementals do an additional 1d8 points of damage against creatures or vehicles which are airborne.
Special Abilities
Vulnerability to Earth: Take double damage when attacked by earth-based attacks (including by earth elementals).
Attack Options: May choose either to attack a single opponent (one attack per round at the listed damage), or may choose to knock all opponents in a 5’ radius to the ground; if the latter attack is used, all creatures of 2 hit dice or less must save vs. Death Ray or fall prone. Creatures of 3 or more levels or hit dice are not so affected.
Airborne Bonus: Do an additional 1d8 points of damage against creatures or vehicles which are airborne.
Variants
Staff Elemental, Air
(summoned by staff)
| Armor Class | 18 (m) |
|---|---|
| Hit Dice | 8* |
| Number Appearing | – special – |
| Damage | 1d12 |
| Movement | – Fly 120' – |
| Save As | Fighter: 8 |
| Morale | 10 |
| XP | 945 |
| Treasure Type | – None – |
Device Elemental, Air
(summoned by device)
| Armor Class | 20 (m) |
|---|---|
| Hit Dice | 12* (+10) |
| Number Appearing | – special – |
| Damage | 2d8 |
| Movement | – Fly 120' – |
| Save As | Fighter: 12 |
| Morale | 10 |
| XP | 1975 |
| Treasure Type | – None – |
Spell Elemental, Air
(summoned by spell)
| Armor Class | 22 (m) |
|---|---|
| Hit Dice | 16* (+12) |
| Number Appearing | – special – |
| Damage | 3d6 |
| Movement | – Fly 120' – |
| Save As | Fighter: 16 |
| Morale | 10 |
| XP | 3385 |
| Treasure Type | – None – |
Other Sources
OSRIC
| Armor Class | 2 |
|---|---|
| Hit Dice | 8, 12, or 16 |
| Number Encountered | 1 |
| Attacks | 1 |
| Damage | 2d10 |
| Move | 360-ft flying (AA:VI) |
| Alignment | Neutral |
| Intelligence | Low |
| XP | 8 HD: 6/900+12/hp 12 HD: 8/2,000+16/hp 16 HD: 9/3,650+20/hp |
| Size | Large |
| Frequency | Very rare |
| Lair | Nil |
Air Elementals are creatures from the Elemental Plane of Air, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they take the form of billowing clouds of vapour or dust. Whilst they may understand what is said to them, they rarely respond in kind and their language is that of the wind.
Special Abilities
Air Stream Attack: Their primary attack form is a stream of air that they use like an invisible limb to strike for 2d20 damage. Its great airborne speed makes it a swift and formidable opponent, especially in aerial combat where it gains +1 “to hit” and +4 to damage.
Whirlwind Attack: Air Elementals may also use a whirlwind attack if so commanded. To do this, the Air Elemental must assume the form of a small cyclone, which takes one turn. Typically, this appears to be 30-ft in diameter at the top and funnels down to 10-ft in diameter at its base; the cone extends 20-ft in height for every 4 HD the elemental possesses. This whirlwind attack lasts for only one round, but any creatures with less than 3 hit dice that find themselves within it are slain; creatures with 3 HD or more take 2d8 damage. Should the cyclone for some reason be unable to reach its full height, only creatures with less than 2HD will suffer immediate death, whilst all others take only 1d8 damage.