Air Primal
| Statistic | Value |
|---|---|
| Size/Type | Medium Elemental (Air, Extraplanar) |
| Hit Dice | 5d8 (22 hp) |
| Initiative | +5 |
| Speed | Fly 100 ft. (perfect) (20 squares) |
| Armor Class | 15 (+5 Dex), touch 15, flat-footed 10 |
| Base Attack/Grapple | +3/+4 |
| Attack | Slam +8 melee (1d4+1) |
| Full Attack | Slam +8 melee (1d4+1) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities, crackle, death throes |
| Special Qualities | Blindsight 120 ft., damage reduction 5/magic, blur, wall of wind, immunities, elemental traits |
| Saves | Fort +1, Ref +9, Will +2 |
| Abilities | Str 12, Dex 21, Con 11, Int 3, Wis 12, Cha 14 |
| Skills | Listen +12, Spot +4 |
| Feats | DodgeB, Flyby Attack, Weapon Finesse |
| Environment | Elemental Plane of Air |
| Organization | Solitary |
| Challenge Rating | 5 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 6–11 HD (Medium); 12–18 HD (Large) |
| Level Adjustment | ― |
Description
Noisy winds swirl ceaselessly about a compact, shimmering volume of air. This unnatural body of violent wind shifts and moves about with a purpose.
A air primal is a volume of pristine, compact air that produces a continual disturbance of shifting winds in its surroundings. While it is difficult to discern, the changes it creates in the nearby environment make it relatively easy to distinguish from its surroundings. An air primal can only exist in a body of air, and is unable to swim or move through any other medium.
Air primals are curious about major disturbances in the atmosphere, and will be drawn to unusually powerful winds or loud noises. They have a short attention span, however, and will soon lose interest if nothing unusual occurs. They are sometimes commanded by more powerful air elemental creatures.
Most air primals speak a simplified dialect of Auran.
Combat
The air primal avoids direct attacks when possible, relying on its command of the air elements to batter and destroy opponents.
Spell-Like Abilities: At will―gust of wind (DC 14), shatter (DC 14), whispering wind. 3/day―stinking cloud (DC 15). Caster level 5th. The save DCs are Charisma-based.
Crackle (Ex): At will as a free action an air primal can create and maintain a 30-foot-radius emanation of loud, constant noise centered on itself. This sound will neutralize all other sounds, producing an effect identical to the silence spell (caster level 5th). Listen skill checks are DC -20 to hear this noise.
The air primal can end the crackling noise as a free action. The static always ends when the air primal is slain. Note that the static is still affected by a silence spell.
Death Throes (Sp): When an air primal is slain, it forms a volume of unstable, compressed air that shakes and vibrates before exploding in 1d3 rounds. All creatures within 15 feet are affected by a gust of wind spell (caster level 5th). In addition, creatures within 5 feet must succeed on a DC 14 Reflex save or be dealt an additional 3d6 points of non-lethal concussion damage and are stunned for 1d3 rounds. The save DC is Constitution-based.
Blur (Su): The exact location of the air primal is difficult to discern, granting it concealment as the blur spell (caster level 5th).
Wall of Wind (Ex): An air primal is continually surrounded by a spherical curtain of wind that behaves as a wind wall spell (caster level 5th). The wall has a radius of 5 feet. Air elemental creatures are immune to this effect.
Immunities (Su): Air primals are immune to disease, turn to stone, polymorph, and sonic. They are also immune to any wind-based effects.
Skills: An air primal has a +8 racial bonus on Listen checks. Due to the continual disturbance an air primal makes to the environment, it receives a -8 racial modifier to any Move Silently checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, air primals also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the Hit Dice.
- The save DC of the death throes' concussion damage is equal to 10 + ½ HD + Constitution modifier.
- 9+ HD ― Add At will―shout to spell-like abilities.
- 11+ HD ― Add 3/day―control winds to spell-like abilities.
- 12+ HD ― Damage reduction improves to 10/magic. Make 2 slam attacks per round. The radius of the wall of wind effect is 10 feet.
- 13+ HD ― The noise extraordinary ability has a radius of 40 feet.
- 15+ HD ― Add 1/day―whirlwind to spell-like abilities.
- 18 HD ― Add 1/day―greater shout to spell-like abilities.