Weird, Air (CR 12)
Large Elemental (Air)
Alignment: Usually neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: breathsense, Listen +8, and Spot +10
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Hit Dice: 15d8+45 (112 hp); DR: 10/-
Fort +10, Ref +13, Will +11
Speed: 30 ft., fly 60 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +11
Attack: Slam +15 melee
Full Attack: 2 Slams +15 melee
Damage: Slam 2d6+7
Special Attacks/Actions: Elemental command, spells
Abilities: Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22
Special Qualities: Air mastery, air pool, elemental traits, prescience, regeneration 10, SR 25
Feats: Alertness; Dodge; Empower Spell; Great Fortitude; Improved Initiative; Lightning Reflexes; Maximize Spell
Skills: Concentration +21, Diplomacy +26, Intimidate +24, Knowledge (any three) +23, Listen +8, Sense Motive +24, and Spot +10
Advancement: 16-30 HD (Large); 31-45 HD (Huge)
Climate/Terrain: Any land or underground, or appropriate element
Organization: Solitary, pair, or charm (3-4)
Treasure: Double standard
Monster Manual II
Elemental weirds do not fight if they can avoid it. If they must fight, they begin by summoning elementals to defend them. If any other elementals are present (regardless of type), the weird attempts to gain control of them and turn them against its foes. Meanwhile, the weird remains in the center of its pool, using divination magic to foresee possible consequences of the battle and acting accordingly. If forced into melee, a weird uses its reach to lash out at nearby foes. If seriously threatened, a weird retreats back to its plane of origin.
Elemental Command (Su): A weird can attempt to gain control over any elemental within 100 feet regardless of the latter's elemental type. The elemental must make a successful Will save (DC 23) or succumb to the weird's control. An elemental that saves against this attack it immune to that weird's elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control.
Once under the weird's control, an elemental serves the weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands.
Elemental Pool (Su): Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled with the purest form of its element. The pool is always secured to a flat surface such that its depth forms a hollow within that surface. The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element.
The base of the pool contains a portal to the weird's native plane. Three times per day, the weird can summon forth 2d4 huge elementals, 1d2 greater elementals, or 1 elder elemental through this portal. Any non-elemental creature entering a pool without the weird's permission must succeed at a Fortitude save (DC 20) each round or be irrevocably transformed into the elemental material of the pool. Creatures granted access to the pool by the weird are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that environment.
A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects.
Air Pool: An air weird's pool is filled with billowing, gusting vapors of breathable air and mist. Creatures without the ability to fly cannot move through it except by falling. An air weird's pool may be affixed to any vertical or horizon face, and it may be right side up or down (if affixed to a ceiling, for example).
Elemental Traits (Ex): An elemental weird is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range).
Prescience (Su): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: analyze dweomer clairaudience/clairvoyance, contact other plane, detect thoughts, discern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18th; save DC 16 + spell level.
Spells: An air weird can cast arcane spells and divine spells from the Air and Travel domains as an 8th-level sorcerer (spells known 9/5/5/4/4/4/3/3/2/1; spells/day 6/8/8/7/7/7/7/6/5/3; save DC 16 + spell level).
Air Mastery (Ex): An air weird gains a +1 bonus on attack and damage rolls if its foe is airborne.
Breathsense (Ex): An air weird can automatically sense the location breathing of any creature within 60 feet.
The Air Weird first appeared in the Monster Manual (Gary Gygax, 1977).
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).