Elemental, Elder, Air (CR 11)
AC: 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Hit Dice: 24d8+96 (204 hp); DR: 10/-
Fort +12, Ref +25, Will +10
Speed: Fly 100 ft. (perfect)
Space: 15 ft./15 ft.
Base Attack +18; Grapple +32
Attack: Slam +27 melee
Full Attack: 2 slams +27 melee
Damage: Slam 2d8+6
Special Attacks/Actions: Air mastery, whirlwind
Abilities: Str 22, Dex 33, Con 18, Int 6, Wis 11, Cha 11
Special Qualities: Elemental
Feats: Alertness; Blind-fight; Combat Reflexes; Flyby Attack; Improved Initiative; Iron Will; Mobility; Power Attack; Spring Attack; Weapon Finesse (slam)
Skills: Listen +29 and Spot +29
Advancement: 25-48 HD (Huge)
Climate/Terrain: Elemental Plane of Air
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elementals size. The elemental controls the exact height, but it must be at least 10 feet.
Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elementals size.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment (see Concealment). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
Elemental: Immune to poison, sleep, paralysis, and stun. Not subject to critical hits.
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.