Elemental, Storm, Medium (CR 4)
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 4d8+8 (26 hp)
Fort +3, Ref +5, Will +1
Speed: 30 ft., fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d6+2 plus 1d6 electricity
Special Attacks/Actions: Shock, thunder and lightning
Abilities: Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
Special Qualities: Air mastery, electrical and sonic healing, elemental traits
Feats: Alertness; Improved Initiative
Skills: Listen +5 and Spot +6
Advancement: 5-7 HD (Medium)
Climate/Terrain: Elemental Plane of Air
Monster Manual III
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a storm elemental.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based.
|Small||4 ft.||4 lb.||12||1d4|
|Medium||8 ft.||8 lb.||14||2d4|
|Large||16 ft.||16 lb.||18||4d4|
|Huge||32 ft.||32 lb.||24||8d4|
|Elder||36 ft.||40 lb.||26||10d4|
|Greater||40 ft.||48 lb.||28||12d4|
Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.
The thunder deals sonic damage (see chart) to all creatures within 60 feet of the storm elemental. A Fortitude save halves this damage.
The lightning is a 120-foot-long line that deals electricity damage (see table). A Reflex save halves this damage.
The save DCs are Constitution-based.
Electrical and Sonic Healing (Ex): Storm elementals rake no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as sound burst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can't heal hit points by attacking itself.
Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid obstacles by flying. They stay airborne when possible, remaining our of the reach of enemies. Their thunder and lightning special ability gives them a ranged attack that most other elementals lack.
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.