Staff

Device

Spell

Armor Class:

18 ‡

20 ‡

22 ‡

Hit Dice:

8*

12* (+10)

16* (+12)

No. of Attacks:

-- special --

Damage:

1d12

2d8

3d6

Movement:

-- Fly 120' --

No. Appearing:

-- special --

Save As:

Fighter: 8

Fighter: 12

Fighter: 16

Morale:

-- 10 --

Treasure Type:

-- None --

XP:

945

1,975

3,385

Air elementals resemble “dust devils,” that is, small whirlwinds, but they are much more powerful. Air elementals take double damage when attacked by earth-based attacks (including by earth elementals). An air elemental may choose either to attack a single opponent, thus receiving one attack per round at the listed damage, or may choose to knock all opponents in a 5' radius to the ground; if the latter attack is used, all creatures of 2 hit dice or less must save vs. Death Ray or fall prone. Creatures of 3 or more levels or hit dice are not so affected. Air elementals do an additional 1d8 points of damage against creatures or vehicles which are airborne.