Greater Air Elemental [Dark Sun]

A shrieking column of desert wind that hides inside ordinary gusts, the greater air elemental can become a killing tornado that, near the silt sea, raises suffocating clouds of dust.

Setting: Dark Sun · Sources: MC12 Dark Sun Appendix I - Terrors of the Desert

Appearance

Unlike its kin, a greater air elemental of the desert world has no humanoid shape at all; it is a huge, formless pillar of moving air. It cannot speak, but it can howl like a twister or moan like a storm in the night. It can be called up anywhere there is open air and blowing wind, and summoners often do so in the open desert during sand and wind storms.

Combat

The elemental can merge with natural winds and drift along with them, invisible to normal sight, though detect magic reveals something magical in the air. It cannot attack while hidden this way, and taking its true form again takes one round; when it does, foes suffer -3 to surprise rolls.

Its main attack is a dense blast of air, often shaped like a giant churning fist, that deals 5d10. It is swift and nimble aloft, gaining +2 to hit and +5 to damage against airborne opponents.

On command it can become an immense funnel cloud 15 feet wide at the bottom and up to 45 feet wide at the top. Its height depends on its Hit Dice: 50 feet at 10 HD, 70 feet at 14 HD, and 90 feet at 18 HD. Forming or dispersing the funnel takes a full turn. The whirlwind lasts three rounds, killing outright every creature of 4 Hit Dice or levels or fewer that it sweeps up and dealing 2d10 per round to everything else, halved by a successful save vs. breath weapon each round.

Desert sands make the funnel far worse. Out in the dunes it whips up a sand cloud 60 feet across that cuts vision to 10 feet and deals 1d4 per round (save vs. breath weapon for half), lasting six rounds: three with the whirlwind and three more as it settles. Within 50 feet of the silt sea, the cloud swells to nearly 150 feet across and blinds everyone completely. All creatures inside must save vs. paralysis. Those who succeed take 1d10 per round; those who fail begin to choke, dying within four rounds unless heal or similar magic intervenes. Creatures that do not breathe ignore this damage.

More: Monsters starting with G · Dark Sun monsters · All monsters A-Z
Related: Aerial Servant [Air Kin] · Air Kin [Elemental] · Air/Earth Elemental · Azer [Fire Kin] · Clerical Elemental [Dark Sun] · Composite Elemental · Crysmal [Earth Kin] · Darkness Elemental · Earth Kin [Elemental] · Earth Weird [Elemental Kin] · Elemental [Ravenloft] · Elemental Overview

Statistics

Climate/TerrainAny air
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietAir
IntelligenceAverage (8-10)
TreasureNil
AlignmentNeutral
No. Appearing1
Armor Class1
MovementFl 36 (A)
Hit Dice10, 14, or 18
THAC010 Hit dice: 11
14 Hit Dice: 7
18 Hit Dice: 5
No. of Attacks1
Damage/Attack5-50
Special AttacksWhirlwind, sandstorm
Special Defenses+ 3 weapon or better to hit
Magic Resistance50%/25%
SizeL to H (8-16' tall)
Morale10 and 14 Hit Dice: Champion (15-16)
18 Hit Dice: Fanatic (17-18)
XP Value10 Hit Dice: 7,000
14 Hit Dice: 11,000
18 Hit Dice: 15,000