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Creature Review: Alternate Air Elementals
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<blockquote data-quote="mercucio" data-source="post: 1644164" data-attributes="member: 7928"><p><span style="font-size: 15px">Sylf, Windwitch</span></p><p>Medium Elemental [Air, Extra-planar]</p><p><strong>Hit Dice:</strong> 12d8+48 (102 hp)</p><p><strong>Initiative:</strong> +12 (+8 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 30 ft., Fly 80 ft. (perfect) (16 squares)</p><p><strong>Armor Class:</strong> 26 (+8 Dex, +6 natural, +2 deflection), touch 20, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +9/+11</p><p><strong>Attack:</strong> shortspear +17 melee (1d6+2), slam +17 melee (1d4+2)</p><p><strong>Full Attack:</strong> shortspear +17/+12 melee (1d6+2), or 2 slams +17 melee (1d4+2)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> air mastery, spell-like abilities, spells, whirlwind</p><p><strong>Special Qualities:</strong> DR 5/–, evasion, sylf traits, unearthly grace</p><p><strong>Saves:</strong> Fort +4, Ref +11, Will +3</p><p><strong>Abilities:</strong> Str 14, Dex 26, Con 18, Int 16, Wis 12, Cha 14</p><p><strong>Skills:</strong> Concentration +12, Diplomacy +7, Hide +10, Knowledge (any two) +10, Knowledge (meteorology) +15, Listen +7, Move Silently +10, Spot +7, Spellcraft +15, Survival +7, Tumble +15</p><p><strong>Feats:</strong> Dodge (b), Agile Riposte, Flyby Attack, Improved Initiative (b), Iron Will, Mobility, Weapon Finesse</p><p><strong>Environment:</strong> Elemental Plane of Air</p><p><strong>Organization:</strong> Solitary or gang (2-4)</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> 13-24 HD (Medium)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p></p><p>Intensely curious and filled with wanderlust, windwitches travel wherever their whims take them, constantly in search of new experiences and knowledge. </p><p></p><p><strong>COMBAT</strong></p><p></p><p><strong>Spell-like abilities:</strong> At will—<em>gust of wind</em> (DC 14), <em>invisibility, wind wall</em>; 3/day—<em>control winds, frozen wind</em> (DC 14), <em>major image, sensitivity to psychic impressions</em>; 1/day—<em>divination</em>, and <em>rain dance</em>. Caster level equals HD. Save DCs are Charisma-based.</p><p></p><p><strong>Spells:</strong> A windwitch has the spellcasting ability of an 8th level druid with access to spells on the Air domain list. Windwitches use Charisma in place of Wisdom to determine bonus spells and save DCs. Spells per day— 4/5/4/3/2.</p><p></p><p><strong>Unearthly Grace (Su):</strong> A windwitch adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).</p><p></p><p><strong>Whirlwind (Su):</strong> Once per hour a windwitch can surround itself with a whirlwind and maintain the whirlwind for 1 round per 2 HD. While using the ability the windwitch may move through the air or along a surface at its fly speed.</p><p></p><p>The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The windwitch controls the exact height, but it must be at least 10 feet.</p><p></p><p>While this ability is active another creature may be caught in the whirlwind if it touches or enters the whirlwind, or if the windwitch moves into or through the creature’s space.</p><p></p><p>A Medium-size or smaller creatures coming into contact with the whirlwind must succeed a Reflex save (DC 18) or take 2d6 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically inflicting 2d6 points of 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.</p><p></p><p>Creatures trapped in the whirlwind cannot move except to go where the windwitch carries them or to escape the whirlwind.</p><p></p><p>Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The windwitch can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.</p><p></p><p>The windwitch can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. </p><p></p><p>If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the windwitch and has a diameter equal to half the whirlwind’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.</p><p></p><p>Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.</p><p></p><p>A windwitch using this ability cannot make melee or ranged melee attacks and does not threaten the area around itself. The windwitch may, however, cast spells, use spell-like abilities, and make melee touch and ranged touch attacks, and use any other extraodinary or supernatural abilities it may possess.</p></blockquote><p></p>
[QUOTE="mercucio, post: 1644164, member: 7928"] [SIZE=4]Sylf, Windwitch[/SIZE] Medium Elemental [Air, Extra-planar] [B]Hit Dice:[/B] 12d8+48 (102 hp) [B]Initiative:[/B] +12 (+8 Dex, +4 Improved Initiative) [B]Speed:[/B] 30 ft., Fly 80 ft. (perfect) (16 squares) [B]Armor Class:[/B] 26 (+8 Dex, +6 natural, +2 deflection), touch 20, flat-footed 18 [B]Base Attack/Grapple:[/B] +9/+11 [B]Attack:[/B] shortspear +17 melee (1d6+2), slam +17 melee (1d4+2) [B]Full Attack:[/B] shortspear +17/+12 melee (1d6+2), or 2 slams +17 melee (1d4+2) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] air mastery, spell-like abilities, spells, whirlwind [B]Special Qualities:[/B] DR 5/–, evasion, sylf traits, unearthly grace [B]Saves:[/B] Fort +4, Ref +11, Will +3 [B]Abilities:[/B] Str 14, Dex 26, Con 18, Int 16, Wis 12, Cha 14 [B]Skills:[/B] Concentration +12, Diplomacy +7, Hide +10, Knowledge (any two) +10, Knowledge (meteorology) +15, Listen +7, Move Silently +10, Spot +7, Spellcraft +15, Survival +7, Tumble +15 [B]Feats:[/B] Dodge (b), Agile Riposte, Flyby Attack, Improved Initiative (b), Iron Will, Mobility, Weapon Finesse [B]Environment:[/B] Elemental Plane of Air [B]Organization:[/B] Solitary or gang (2-4) [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] None [B]Alignment:[/B] Usually neutral [B]Advancement:[/B] 13-24 HD (Medium) [B]Level Adjustment:[/B] - Intensely curious and filled with wanderlust, windwitches travel wherever their whims take them, constantly in search of new experiences and knowledge. [B]COMBAT[/B] [B]Spell-like abilities:[/B] At will—[I]gust of wind[/I] (DC 14), [I]invisibility, wind wall[/I]; 3/day—[I]control winds, frozen wind[/I] (DC 14), [I]major image, sensitivity to psychic impressions[/I]; 1/day—[I]divination[/I], and [I]rain dance[/I]. Caster level equals HD. Save DCs are Charisma-based. [B]Spells:[/B] A windwitch has the spellcasting ability of an 8th level druid with access to spells on the Air domain list. Windwitches use Charisma in place of Wisdom to determine bonus spells and save DCs. Spells per day— 4/5/4/3/2. [B]Unearthly Grace (Su):[/B] A windwitch adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). [B]Whirlwind (Su):[/B] Once per hour a windwitch can surround itself with a whirlwind and maintain the whirlwind for 1 round per 2 HD. While using the ability the windwitch may move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The windwitch controls the exact height, but it must be at least 10 feet. While this ability is active another creature may be caught in the whirlwind if it touches or enters the whirlwind, or if the windwitch moves into or through the creature’s space. A Medium-size or smaller creatures coming into contact with the whirlwind must succeed a Reflex save (DC 18) or take 2d6 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically inflicting 2d6 points of 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. Creatures trapped in the whirlwind cannot move except to go where the windwitch carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The windwitch can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The windwitch can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the windwitch and has a diameter equal to half the whirlwind’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. A windwitch using this ability cannot make melee or ranged melee attacks and does not threaten the area around itself. The windwitch may, however, cast spells, use spell-like abilities, and make melee touch and ranged touch attacks, and use any other extraodinary or supernatural abilities it may possess. [/QUOTE]
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Creature Review: Alternate Air Elementals
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