Huge air elemental: Difference between revisions
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(Linked to maneuver and added other information.) |
(added extraplanar/magical classification/category) |
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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
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{{Creature start |
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| picture = |
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| level = 95<!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = elemental |
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| family = Elemental<!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = elemental |
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| type = Elemental<!-- Creature body type --> |
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| attacks = <Not Known> |
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| otherclass = Extraplanar<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
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| area = [[Elemental Confluence]]<br> |
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| otherclass2 = Magical |
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| area = Elemental Confluence<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> |
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| area2 = |
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| area3 = |
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| area4 = |
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| area5 = |
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| area6 = |
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| area7 = |
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| bcs = Yes <!-- All new creatures are BCS --> |
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| hitpoints = |
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| roundtime = <!-- Creature speed --> |
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}} |
}} |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| bolt = |
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| PAA = |
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{{creature ability|[[Hand of Tonis (505)]]|+448 [[Attack strength|AS]]}} |
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| PA2 = |
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| PAB = |
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{{creature ability|[[Elemental Wave (410)]]}} |
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| PA3 = |
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{{creature ability|[[Call Wind (912)]]}} |
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| PAC = |
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{{creature ability|[[Wind blast]]}} |
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| BT1 = Hand of Tonis (505)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = 448 |
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| WD1 = Slow (504)<!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = 335 |
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| WD2 = |
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| WDB = |
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| WD3 = |
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| WDC = |
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| OS1 = Call Wind (912)<!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| OS2 = Elemental Wave (410) |
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| OS3 = Major Elemental Wave (435) |
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| OS4 = Wind blast |
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| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
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| MN2 = |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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}} |
}} |
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{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --> |
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{{Creature defense attributes |
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| asg = 10<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{creature ability|[[Armor]] |AsG 10}} |
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| Melee = |
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{{creature ability|[[Melee]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Bolt = 312 |
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{{creature ability|[[Bolt]] |+312 [[Defensive strength|DS]]}} |
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| UDF = |
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{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}} |
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| BarTD = |
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{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}} |
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| CleTD = 410 |
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{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}} |
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| EmpTD = 410 |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = |
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{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}} |
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| RanTD = |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = |
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{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}} |
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| MjETD = |
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{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}} |
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| MnETD = |
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{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MjSTD = 410 |
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{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = 410 |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = |
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{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}} |
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| DSP1 = Elemental Barrier<!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| noability = |
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| DSP2 = Elemental Bias |
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| DSP3 = Elemental Defense I |
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| DSP4 = Elemental Defense II |
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| DSP5 = Elemental Defense III |
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| DSP6 = Elemental Targeting |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| coins = |
| coins = |
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| magic items = |
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| gems = Yes |
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| boxes = |
| boxes = |
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| other = essence of air |
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| skin = |
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| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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The air elemental is a vaguely humanoid whirlwind of unusually dense air. Its constant spin is almost hypnotic, though it radiates a palpable disdain for all solid life. |
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{{addmetext}} |
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== Hunting strategies == |
== Hunting strategies == |
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Air elementals are the only type of creature in the Elemental Confluence capable of forcing a lowered stance, with their Call Wind maneuver. |
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{{addmetext}} |
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They attack very quickly, about once every 2 seconds, but can be slowed when struck with cold damage. |
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== Other information == |
== Other information == |
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Huge air elementals have the equivalent of cuirbouilli leather (AsG 10) against physical and bolt attacks, and are immune to [[unbalance critical table|unbalancing]]. |
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Huge air elementals attack very quickly, about once every 2 seconds. |
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Physical and bolt attacks against them sometimes pass through harmlessly: |
Physical and bolt attacks against them sometimes pass through harmlessly: |
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:''Your attack passes harmlessly through thin air, as it is hard to discern exactly where the elemental ends and normal air begins!'' |
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<div {{log}}> |
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Your attack passes harmlessly through thin air, as it is hard to discern exactly where the elemental ends and normal air begins! |
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</div> |
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{{Nearlevel |
{{Nearlevel |
Latest revision as of 10:48, 19 March 2020
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The air elemental is a vaguely humanoid whirlwind of unusually dense air. Its constant spin is almost hypnotic, though it radiates a palpable disdain for all solid life.
Hunting strategies
Air elementals are the only type of creature in the Elemental Confluence capable of forcing a lowered stance, with their Call Wind maneuver.
They attack very quickly, about once every 2 seconds, but can be slowed when struck with cold damage.
Other information
Huge air elementals have the equivalent of cuirbouilli leather (AsG 10) against physical and bolt attacks, and are immune to unbalancing.
Physical and bolt attacks against them sometimes pass through harmlessly:
- Your attack passes harmlessly through thin air, as it is hard to discern exactly where the elemental ends and normal air begins!
Near-level creatures - edit | ||||||||||
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