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Elemental HurricaneCreature 11


NHugeAirElemental
Source Pathfinder Bestiary
Perception +20 (darkvision)
Languages Auran
Skills Acrobatics +24, Stealth +22
Str +6, Dex +7, Con +4, Int +0, Wis +3, Cha +0

AC 32; Fort +19; Reflex +24; Will +18;
HP 140
Speed 0 feet (fly 100 feet)
Immunities bleed, paralyzed, poison, sleep

Gust One Action +24 (+19, +14) to hit (finesse, reach 20) 2d10+12 Bludgeoning
Lightning Lash One Action +24 (+19, +14) to hit (range increment 75) 2d12+6 Electricity

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Disperse Reaction

Trigger The elemental hurricane takes damage from a hostile action.


Effect The elemental hurricane disperses.

Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.

High Winds (air, aura)

40 feet Aura


Air within the emanation is difficult terrain for Flying creatures that do not have the air trait.

Swiftness

The elemental's movement doesn't trigger reactions.

Breath Weapon Two Actions (air)

The elemental breathes a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 fortitude save or be knocked away from the elemental.

A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage.

The elemental hurricane can't use Breath Weapon again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Pushed 20 feet.

Failure The creature is Pushed 40 feet.

Critical Failure The creature is Pushed 40 feet and knocked Prone.

Push 10 feet One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


Elemental hurricanes embody the ferocity of violent windstorms.


Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.