Elder Air Elemental

CR: 11 XP: 12,800


N Huge outsider (air, elemental, extraplanar)


Init: +15 Senses: darkvision 60 ft. Perception: +19


Defense

AC: 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)


hp: 152 (16d10+64)


Fort: +14 Ref: +21 Will: +7


Defensive Abilities: air mastery


DR: 10/—


Immune: elemental traits


Offense

Speed: fly 100 ft. (perfect)


Melee: 2 slams +25 (2d8+9)


Space: 15 ft. Reach: 15 ft.


Special Attacks: whirlwind (DC 27)


Statistics

Str: 28 Dex: 33 Con: 18 Int: 10 Wis: 11 Cha: 11


Base Atk: +16 CMB: +27 CMD: 49


Feats: Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse


Skills: Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22 Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings. An air elemental prefers to attack f lying or otherwise airbone targets, not only because its mastery over f light gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater. Whirlwind Elemental Height Weight Save DC Height Small 4 ft. 1 lb. 12 10–20 ft. Medium 8 ft. 2 lbs. 14 10–30 ft. Large 16 ft. 4 lbs. 18 10–40 ft. Huge 32 ft. 8 lbs. 22 10–50 ft. Greater 36 ft. 10 lbs. 23 10–60 ft. Elder 40 ft. 12 lbs. 27 10–60 ft. Elemental, Earth Earth Elemental


Languages: Terran


Ecology

Environment: any (Plane of Earth)


Organization: solitary, pair, or gang (3–8)


Treasure: none


Description

Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Source: Pathfinder Roleplaying Game Bestiary