Air Element Creatures
by Christopher Campbell, Dragon #307
"Air element" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature") of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to elemental (air). It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Change to d8.
Speed: An air element creature has a fly speed of 100 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Special Attacks: An air element creature retains all the special attacks of the base creature and also gains the following.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty on attack and damage rolls against an air element creature.
Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following special qualities:
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).
Hit Dice | Damage Reduction |
1-7 | - |
8-11 | 5/+1 |
12+ | 10/+1 |
If the base creature already has one or more of these special qualities, use the better value.
Saves: Same as the base creature.
Abilities: Change from the base creature as follows: Dex +6.
Skills: Same as the base creature. If the air element creature has an Intelligence of 4 or greater, it speaks Auran.
Feats: Same as the base creature, with the added feat of Flyby Attack.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature
3 HD to 7 HD, same as the base creature +1
8+ HD, same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.
Air Genasi
Air genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes.
Their emotions can change quickly from calm reserve to great two intensity and passion. While they might seem capricious to some, they remain true to their nature and heritage.
Racial Abilities: Air genasi have the following traits:
- +2 Dexterity, +2 Intelligence, -2 Wisdom. -2 Charisma: Air genasi are quick of hand and sharp of wit, but easily distracted and arrogant.
- Medium-size.
- Air genasi base speed is 30 feet.
- Darkvision up to 60 feet.
- Levitate (Sp): Air genasi can use levitate once per day as cast by a 5th-level sorcerer.
- Clerical Focus: An air genasi cleric must choose a deity who grants access to the Air domain and select Air as one of her two domains.
- +1 racial bonus on saving throws against all air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
- Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
- Outsider: Air genasi are native outsiders.
- Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages, such as Druidic).
- Favored Class: Fighter.
- Level Adjustment +1: Air genasi are slightly more powerful and gain levels more slowly than most of the other common races.
Half-Air Elemental
"Half-air elemental" is a template that can be added to any corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the "base creature"). Because the half-air elemental is still mostly flesh, it cannot be of the elemental type. Instead, the creature's type changes to outsider, It uses all the base Creature's statistics and special abilities except as noted.
AC: Natural armor improves by +1.
Special Attacks: A half-air elemental retains all the special attacks of the base creature. Half-air elementals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Each ability is usable once per day.
Level | Ability |
1-2 | Obscuring mist |
3-4 | Wind wall |
5-6 | Gaseous form |
7-8 | Air walk |
9-10 | Control winds |
11-12 | Chain lightning |
13-14 | Control weather |
15-16 | Whirl wind |
17-18 | Elemental swarm* |
19+ | Plane shift |
*Cast as an air spell only. |
Special Qualities: A half-air elemental has all the special qualities of the base creature. Half-air elementals are immune to disease and cold and gain a +4 racial bonus on Fortitude saves against poison.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Dex +2, Con +2, Int +2, Wis +2, Cha +2.
Skills: A half-air elemental has 8 skill points, plus its Intelligence bonus, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. Any racial bonuses that apply to the base creature apply to the half-air elemental as well.
Feats: Half-air elementals have one feat for every four levels or the base creature's total number of feats, whichever is greater.
Climate/Terrain: Same as either the base creature or an air elemental.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Alignment: Same as the base creature.
Treasure: Same as the base creature.
Advancement: Same as the base creature.