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.