next: 9 elemental creatures
Elemental Knights
People might reconize elementals as brutal, crude and primitive creatures. They live only to destroy or obey the commands of its summoner or binder. What people ignore is that by combining the essence of an elemental and the soul of a mighty warrior, often through magic but some speculate a natural formation with a soul of a dead hero, those elements become a new kind of creature: the elemental knight, a cunning elemental built for war and other military operations.
The rulers of the Elemental Planes often use these knights as shock troops and commanders, yet it is not unusual that a ruler build its entire army with elemental knights. Genies use them as soldiers, elemental weirds as guards and even demons and devils add these creatures to their ranks in the Blood War.
Elemental knights look like humanoid-shaped masses of energy wearing scale mail and wielding a shield and a sword. Their armors have metal boots, gauntlets and a helm, which lets their glowing eyes show. Unlike true elementals, they don’t posess any of the elemental’s abilities, such as whirlwind and push, nor the elemental mastery. However, they can shoot a powerful beam from their swords, which is a knight’s abilitiy and not the sword, and they move rather fluidly despite their armors.
The elemental knights can be summoned with summon monster V and summon nature’s ally V.
Air Elemental Knight
Medium Elemental (Air, Extraplanar)
HD: 12d8+24 (78 hp)
Initiative: +8
Speed: 30 ft., fly 60 ft. (perfect)
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus wind pulse)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus wind pulse)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, wind pulse
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, unaffected speed.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a suit of armor, a shield and a sword floating in midair, but a humanoid-shaped mass of thick air and dust fills the gap. It stares at you with its pearly white glowing eyes and is pointing its sword at you, ready to fight.
The Air Elemental Knight is one of the most agile of the existing knights. Commonly used by djinnis, they command flying units and always approche targets by air.
The Air Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Air Elemental Knight speaks Auran, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Air Elemental Knight starts the battle by taking the air and diving through opponents.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Air Elemental Knight can shoot a powerful beam, a line-shaped whirlwind, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of slashing damage, as the dust and grit are swept at great speed. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Wind pulse (Su): On a successful strike, the Air Elemental Knight discharges a burst of wind, dealing 1d6 points of damage. This is an ability of the knight, not the sword.
Earth Elemental Knight
Medium Elemental (Earth, Extraplanar)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 30 ft., burrow 45 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus rock shatter)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus rock shatter)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, rock shatter
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, unaffected speed.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Earth
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a pile of rock and earth shaped like a humanoid wearing armor. Each step it takes seems to shake the ground. The creature stares at you with menacing glowing yellow eyes.
The Earth Elemental Knight is one of the most toughest of the existing knights. Daos use them as guards in the Great Dismal Delve, patroling through the maze in search of fugitives and unworthy slaves to punish.
The Earth Elemental Knight stands at 6 ft. tall and weighs 750 lbs.
The Earth Elemental Knight speaks Terran, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Earth Elemental Knight starts the battle on the ground or even underground, buried and ready to spring behing the target.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Earth Elemental Knight can shoot a powerful beam, a stream of rocks, earth and mud, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of bludgeoning damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Rock Shatter (Su): On a successful strike, the Earth Elemental Knight discharges a exploding chunk of rock, dealing 1d6 points of damage. This is an ability of the knight, not the sword.
Fire Elemental Knight
Medium Elemental (Extraplanar, Fire)
HD: 12d8+24 (78 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 fire)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, fire
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, unaffected speed, vulnerability to cold.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Fire
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a humanoid-shaped flame, wearing red-hot armor. Its cold blue eyes lock onto you, ready to observe you and to defeat you.
The Fire Elemental Knight is one of the most dangerous of the existing knights. Efreet use these knights as commanders and elite soldiers. They are also seen inside the City of Brass, watching.
The Fire Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Fire Elemental Knight speaks Ignan, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Fire Elemental Knight charges into battle, firing its elemental beam whenever possible.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Fire Elemental Knight can shoot a powerful beam, a line of white-hot fire, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of fire damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Fire (Su): The Fire Elemental Knight radiates so much heat, that merely touch the knight is painful. Each successful strike deals 1d6 points of fire damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.
Water Elemental Knight
Medium Elemental (Extraplanar, Water)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 30 ft., swim 50 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus water jet)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus water jet)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, water jet
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, unaffected speed.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Water
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a humanoid-shaped body of water and its armor seems to float on it. Looking with its glowing green eyes, it awaits the right moment to strike, as if it already knew what you will do.
The Water Elemental Knight is one of the most reckless of the existing knights. Being the perfect ship-sinking creatures, madrids enjoy leading squads to break the ship’s hull and attack its crew in distress.
The Water Elemental Knight stands at 6 ft. tall and weighs 280 lbs.
The Water Elemental Knight speaks Aquan, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Water Elemental Knight starts the battle underwater if possible. It then launches itself upward, striking its target off-guard.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Water Elemental Knight can shoot a powerful beam, a stream of high-pressure water, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of bludgeoning damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter. Furthermore, the Water Elemental Knight is not affected by underwater terrain.
Water Jet (Su): On a successful strike, the Water Elemental Knight discharges a water jet from its sword, dealing 1d6 points of damage. This is an ability of the knight, not the sword.
Ice Elemental Knight
Medium Elemental (Air, Cold, Extraplanar, Water)
HD: 12d8+24 (78 hp)
Initiative: +4
Speed: 30 ft., fly 60 ft. (good), swim 30 ft.
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 cold)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cold, elemental beam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to cold, unaffected speed, vulnerability to fire.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Improved Sunder, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air or Water
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a crude humanoid-shaped ice sculpture, with armor, shield and sword. Its cold blue eyes represent its nature and will put you into deep freeze if you’re underestimating its fighting potential.
The Ice Elemental Knight is one of the most brutal of the existing knights. Djinnis and madrids alike, and sometimes powerful frost giants, use these knights as shock troops to put their opponenets into deep freeze at the beginning of the battle.
The Ice Elemental Knight stands at 6 ft. tall and weighs 150 lbs.
The Ice Elemental Knight speaks Aquan, Auran, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Ice Elemental Knight charges into battle, breaking both weapons and opponents while rushing.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Ice Elemental Knight can shoot a powerful beam, a line of cold, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of cold damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter. Furthermore, the Ice Elemental Knight is not affected by underwater terrain.
Cold (Su): The Ice Elemental Knight radiates a aura of intense cold, that merely touch the knight is painful. Each successful strike deals 1d6 points of cold damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.
Magma Elemental Knight
Medium Elemental (Earth, Extraplanar, Fire)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 40 ft., burrow 40 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 fire)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, fire
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, unaffected speed, vulnerability to cold.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Earth or Fire
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a pile of blacken rock streamed with lava, shaped like a humanoid wearing armor. Each step it takes burns the ground, leaving a deep imprint. The creature stares at you with menacing glowing orange eyes, just like a erupting volcano.
The Magma Elemental Knight is one of the most aggressive of the existing knights. Daos and efreet use these knights as guards and sometimes executionners, as its rage matches a erupting volcano.
The Magma Elemental Knight stands at 6 ft. tall and weighs 800 lbs.
The Magma Elemental Knight speaks Ignan, Terran, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Magma Elemental Knight charges into battle whether by running or burrowing, regardless of the opposing force.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Magma Elemental Knight can shoot a powerful beam, a stream of lava and molten rocks, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of bludgeoning damage and fire damage (half damage for each). Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Fire (Su): The Magma Elemental Knight radiates so much heat, that merely touch the knight is painful. Each successful strike deals 1d6 points of fire damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.
Ooze Elemental Knight
Medium Elemental (Earth, Extraplanar, Water)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 30 ft., swim 30 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 acid)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, elemental beam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to acid, unaffected speed.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Cleave, Improved Overrun, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Earth or Water
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a featureless humanoid-shaped ooze and its armor seems to float on it. Looking with its glowing black eyes, it sways and bobs, like its body is unstable.
The Ooze Elemental Knight is one of the most unpredictable of the existing knights. Daos and madrids use them as spies and infiltrators among their army.
The Ooze Elemental Knight stands at 6 ft. tall and weighs 200 lbs.
The Ooze Elemental Knight speaks Aquan, Terran, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Ooze Elemental Knight earned its title by almost always attacking last. It readies its sword and surprises its opponents.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Ooze Elemental Knight can shoot a powerful beam, a line of acid, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of acid damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter. Furthermore, the Ooze Elemental Knight is not affected by underwater terrain.
Acid (Su): The Ooze Elemental Knight is highly toxic and acidic, that merely touch the knight is painful. Each successful strike deals 1d6 points of acid damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.
Smoke Elemental Knight
Medium Elemental (Air, Extraplanar, Fire)
HD: 12d8+24 (78 hp)
Initiative: +8
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 fire)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, fire
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, unaffected speed, vulnerability to cold.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air or Fire
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a black humanoid-shaped smoke cloud with burning cinder. Its bright red eyes show a fiery rage and its sword crackles with ash and cinder sparks.
The Smoke Elemental Knight is one of the most sneaky of the existing knights. Djinnis and efreet send these knights behind enemy lines to kill leaders and commanders, as well as disabling the army.
The Smoke Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Smoke Elemental Knight speaks Auran, Ignan, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Smoke Elemental Knight dives into battle from great heights and several knights often employ flanking tactics.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Smoke Elemental Knight can shoot a powerful beam, a line-shaped cloud of ashes and cinders, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of fire damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Fire (Su): The Smoke Elemental Knight radiates so much heat, that merely touch the knight is painful. Each successful strike deals 1d6 points of fire damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.
Storm Elemental Knight
Medium Elemental (Air, Extraplanar)
HD: 12d8+24 (78 hp)
Initiative: +4
Speed: 30 ft., fly 60 ft. (perfect)
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 electricity*)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 electricity*)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity*, elemental beam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to electricity and sonic, unaffected speed.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Flyby Attack, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8
This creature looks like a suit of armor, a shield and a sword floating in midair, but a humanoid-shaped thundercloud fills the gap. It stares at you with its yellow glowing eyes and is pointing its sword at you, humming and crackling with electricity.
The Storm Elemental Knight is one of the most cunning of the existing knights. Commonly used by djinnis as tactical commanders, they command flying units into unique formations and almost impossible to predict.
The Storm Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Storm Elemental Knight speaks Auran, Common and the language of its leader, the one who hired, summoned or compeled it.
Combat
The Storm Elemental Knight starts the battle by taking the air and diving. If in charge of a unit, it will send these before entering the frey, as it prefers observing its opponent.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Air Elemental Knight can shoot a powerful beam, a line-shaped thundercloud, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of electricity and sonic damage (half damage for each). Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Electricity (Su): The Storm Elemental Knight generates a lot of electricity, that merely touch the knight is painful. Each successful strike deals 1d6 points of electricity damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor. *There is a 10% chance per attack that the additionnal damage deals sonic damage.