Elemental, Primal Air (CR 35)
Colossal Elemental (Air)
Alignment: Usually neutral
Initiative: +24 (+16 Dex, +8 Superior Initiative); Senses: Listen +48 and Spot +57
AC: 66 (-8 size, +16 Dex, +48 natural) touch 18, flat-footed 50
Hit Dice: 64d8+696 (984 hp); DR: 10/-
Fort +43, Ref +68, Will +35
Speed: Fly 100 ft. (perfect)
Space: 40 ft. by 40 ft./25 ft.
Base Attack +48; Grapple +75
Attack: Slam +57 melee
Damage: Slam 4d8+11
Special Attacks/Actions: Air mastery, whirlwind
Abilities: Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13
Special Qualities: Elemental traits, SR 42, air subtype
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse (slam), Weapon Focus (slam); Epic Feats: Blinding Speed (X2), Improved Combat Reflexes, Superior Initiative
Skills: Listen +48 and Spot +57
Advancement: 97-288 HD (Colossal)
Climate/Terrain: Any land
Epic Level Handbook
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Air elementals are among the swiftest and most agile creatures in existence, air elementals are like unto entire storms when they leave their own inner plane of air.
A primal air elemental appears as an amorphous, shifting cloud. Darker bits of swirling vapor give the appearance of two eyes and a mouth.
Primal air elementals speak Auran, though they rarely choose to do so. Their voices crescendo like thunder.
Primal air elementals are masters of the air.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su): The elemental can transform itself into a whirl wind 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 the the air or along a surface at its fly speed.
A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet.
Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 67) when it comes into contact with the whirlwind or take 4d8 points of damage. It mus also succeed at a second Reflex save (DC 67) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 67) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
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. Those caught in the cloud must succeed at a Concentration check (DC 67)to cast a spell.
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).