Monolith, Air (CR 17)
AC: 31 (-4 size, +11 Dex, +14 natural), touch 17, flat-footed 20
Hit Dice: 36d8+216 (378 hp); DR: 15/-
Fort +18, Ref +31, Will +16
Speed: Fly 100 ft. (perfect)
Space: 20 ft./20 ft.
Base Attack +27; Grapple +50
Attack: Slam +34 melee
Full Attack: 2 slams +34 melee
Damage: Slam 6d6+11/19-20
Special Attacks/Actions: Air mastery, whirlwind
Abilities: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Special Qualities: elemental traits
Feats: Alertness; Blind-fight; Cleave; Combat Reflexes; Dodge; Flyby Attack; Great Cleave; Improved Critical (slam); Improved Initiative; Improved Natural Attack; Iron Will; Mobility; Power Attack; Spring Attack
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +43, Sense Motive +15, Spot +43, and Tumble +24
Advancement: 37-54 HD (Gargantuan)
Climate/Terrain: Elemental Plane of Air
Air Mastery (Ex): Airborne creatures take a -2 penalty on attack rolls and damage rolls against an air monolith.
Whirlwind (Su): An air monolith can transform itself into a whirlwind at will as a standard action and remain in that form indefinitely. In this form, the monolith can move through the air or along a surface at its fly speed.
The whirlwind is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet.
The air monolith's movement while in whirlwind form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the monolith moves into or through the creature's space.
Huge or smaller creatures take damage when caught in a whirlwind and may be lifted into the air. An affected creature must succeed on a DC 39 Reflex save when it comes into contact with the whirlwind or take 4d6 points of damage. It must also succeed on a second DC 39 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated 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 save DC is Strength-based.
A creature trapped in a whirlwind cannot move except to go where the air monolith carries it or to escape the whirlwind. It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. A monolith can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind's volume.
An air monolith can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned monolith 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 air monolith and has a diameter equal to half the monolith's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An air monolith in whirlwind form cannot make slam attacks and does not threaten the area around it.
Air monoliths fight much like other air elementals, but are far stronger.
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.