18.1 Air Elementals

PIC

Air Elementals Lore

Arcana DV 7: Air elementals are native to Ventus, the wind planet. They can fly through the air with agile ease, but they tend to be physically frail.

Arcana DV 12: Air elementals have no insulation in their wispy bodies, making them vulnerable to electrical attacks.

Breeze

Level 4

Small artificial skirmisher

HP 10 IP 14

Types: construct

Defenses Armor 9 Brawn 6 Fort 6 Ref 10

Movement 20 ft.; Fly (average, limitless)

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Attributes 2, 5, 0, —, 2, —

Alignment Neutral

Accuracy +3; Brawling +3

Power 4; 2 ✨

Traits Bloodless Floating Immortal Mindless Nonliving Simple-minded Soulless Static

Breeze Abilities

Wind Screen ✨: The breeze gains a +2 bonus to its defenses against ranged strikes.

Fists

Standard action

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The breeze makes a +4 melee strike vs. Armor with its fists.

Hit: 2d6+2 damage.

Knockdown

Standard action

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The breeze makes a +4 melee strike vs. Armor with its fists.

Hit: 2d6+2 damage.

Injury: If the attack result hits the target’s Brawn defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than the breeze.

Windblast

Standard action

Tags: Air, Physical

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The breeze makes a +3 attack vs. Brawn and Reflex against everything in a Large (60 ft. long), 5 ft. wide line from itself.

Hit: 1d6+3 damage.

Injury: If the target is Large or smaller, the breeze flings it 5 feet away from it.

Miss: Half damage.

Gale

Level 8

Medium artificial skirmisher

HP 19 IP 22

Types: construct

Defenses Armor 12 Brawn 10 Fort 8 Ref 12

Movement 30 ft.; Fly (average, limitless)

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Attributes 4, 6, 0, —, 3, —

Alignment Neutral

Accuracy +5; Brawling +6

Power 8; 4 ✨

Traits Bloodless Floating Immortal Mindless Nonliving Simple-minded Soulless Static

Gale Abilities

Wind Screen ✨: The gale gains a +2 bonus to its defenses against ranged strikes.

Fists

Standard action

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The gale makes a +5 melee strike vs. Armor with its fists.

Hit: 4d6+4 damage.

Knockdown

Standard action

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The gale makes a +7 melee strike vs. Armor with its fists.

Hit: 2d6+4 damage.

Injury: If the attack result hits the target’s Brawn defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than the gale.

Windblast

Standard action

Tags: Air, Physical

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The gale makes a +5 attack vs. Brawn and Reflex against everything in a Large (60 ft. long), 5 ft. wide line from itself.

Hit: 1d6+6 damage.

Injury: If the target is Large or smaller, the gale flings it 5 feet away from it.

Miss: Half damage.

Tempest

Level 12

Large artificial skirmisher

HP 34 IP 34

Types: construct

Defenses Armor 14 Brawn 13 Fort 10 Ref 13

Movement 40 ft.; Fly (average, limitless)

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Attributes 4, 7, 0, —, 4, —

Alignment Neutral

Accuracy +8; Brawling +8

Power 10; 6 ✨

Traits Bloodless Floating Immortal Mindless Nonliving Simple-minded Soulless Static

Tempest Abilities

Wind Screen ✨: The tempest gains a +2 bonus to its defenses against ranged strikes.

Fists

Standard action

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The tempest makes a +8 melee strike vs. Armor with its fists.

Hit: 6d6+5 damage.

Knockdown

Standard action

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The tempest makes a +11 melee strike vs. Armor with its fists.

Hit: 2d6+5 damage.

Injury: If the attack result hits the target’s Brawn defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than the tempest.

Windblast

Standard action

Tags: Air, Physical

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The tempest makes a +8 attack vs. Brawn and Reflex against everything in a Large (60 ft. long), 5 ft. wide line from itself.

Hit: 1d6+9 damage.

Injury: If the target is Large or smaller, the tempest flings it 5 feet away from it.

Miss: Half damage.

Tornado

Level 16

Large artificial skirmisher

HP 64 IP 58

Types: construct

Defenses Armor 17 Brawn 15 Fort 12 Ref 16

Movement 40 ft.; Fly (average, limitless)

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Attributes 4, 8, 1, —, 4, —

Alignment Neutral

Accuracy +10; Brawling +10

Power 12; 8 ✨

Traits Bloodless Floating Immortal Mindless Nonliving Simple-minded Soulless Static

Tornado Abilities

Wind Screen ✨: The tornado gains a +2 bonus to its defenses against ranged strikes.

Fists

Standard action

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The tornado makes a +10 melee strike vs. Armor with its fists.

Hit: 10d6+12 damage.

Knockdown

Standard action

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The tornado makes a +15 melee strike vs. Armor with its fists.

Hit: 2d6+6 damage.

Injury: If the attack result hits the target’s Brawn defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than the tornado.

Windblast

Standard action

Tags: Air, Physical

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The tornado makes a +10 attack vs. Brawn and Reflex against everything in a Large (60 ft. long), 5 ft. wide line from itself.

Hit: 1d6+14 damage.

Injury: If the target is Large or smaller, the tornado flings it 5 feet away from it.

Miss: Half damage.

Elder

Level 20

Huge artificial skirmisher

HP 94 IP 80

Types: construct

Defenses Armor 19 Brawn 18 Fort 14 Ref 17

Movement 50 ft.; Fly (average, limitless)

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Attributes 4, 9, 1, —, 4, —

Alignment Neutral

Accuracy +12; Brawling +12

Power 14; 10 ✨

Traits Bloodless Floating Immortal Mindless Nonliving Simple-minded Soulless Static

Elder Abilities

Wind Screen ✨: The elder gains a +2 bonus to its defenses against ranged strikes.

Fists

Standard action

Tags: Sweeping (1)

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The elder makes a +12 melee strike vs. Armor with its fists.

Hit: 12d6+21 damage.

Knockdown

Standard action

Tags: Sweeping (1)

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The elder makes a +18 melee strike vs. Armor with its fists.

Hit: 2d6+7 damage.

Injury: If the attack result hits the target’s Brawn defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than the elder.

Windblast

Standard action

Tags: Air, Physical

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The elder makes a +12 attack vs. Brawn and Reflex against everything in a Large (60 ft. long), 5 ft. wide line from itself.

Hit: 1d6+17 damage.

Injury: If the target is Large or smaller, the elder flings it 5 feet away from it.

Miss: Half damage.