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Air Fundamental

by Jamie Baty

X8 27, DMR2 42
Tiny Elemental (Air)
Hit Dice: 1d8+1 (5 hp)
Initiative: +6 (+6 Dex)
Speed: fly 60 ft. (perfect)
Armour Class: 18 (+2 size, +6 Dex), touch 18, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Slam +8 melee (1d6 -2)
Full Attack: Slam +8 melee (1d6 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind-affecting spells
Saves: Fort +1, Ref +8, Will +0
Abilities: Str 6, Dex 23, Con 12, Int 3, Wis 10, Cha 5
Skills: Hide +18, Listen +2, Move Silently +10, Spot +2
Feats: Weapon Finesse
Environment: Any mountains
Organisation: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Air fundamentals have a wingspan of approximately 1 foot. Their extraordinarily thin wings look transparent, while the creatures' colour nearer their middle ranges from translucent, pearly white to pale blue. The only sound these elementals make is a whispery hum created by the minute vibrations of their tissue-thin wings.
Air fundamentals usually appear on the Prime Material Plane in particularly windy locations, such as the top of jagged mountains. Characters almost always encounter them in flocks, and they occasionally accompany more powerful elemental creatures to the Prime Material Plane.

Combat
In combat, air fundamentals flock together and swoop down on their target.
A fundamental's only attack is a ramming dive in which the creature strikes its target with its own body. Air fundamentals are not especially aggressive, and are likely to flee if seriously harmed.

Damage Reduction (Su): An air fundamental has damage reduction of 5/magic.

Immunity to Mind-Affecting Spells (Ex): An air fundamental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Skills: Air fundamentals have a +4 racial bonus to all Hide and Move Silently checks.