Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
An air elemental prefers to attack flying or otherwise airborne targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it loses much of its speed and mobility when underwater.
Physical Description: The exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
Adulthood |
Intuitive |
Self-Taught |
Trained |
15 Years |
+1d4 years
(16 – 19 years) |
+1d6 years
(16 – 21 years) |
+2d6 years
(17 – 27 years) |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
5 ft. |
+3d12 in.
(5 ft. 3 in. – 8 ft.) |
0 lbs. |
+(1d4 lbs.)
(1 – 4 lbs.) |
Female |
5 ft. |
+3d12 in.
(5 ft. 3 in. – 8 ft.) |
0 lbs. |
+(1d4 lbs.)
(1 – 4 lbs.) |
Society: ???
Relations: ???
Alignment and Religion: ???
Adventurers: ???
Standard Racial Traits
- Ability Score Racial Traits: Air Elementals are fast yet dimwitted outsiders. They gain +2 Dexterity, and -4 Intelligence.
- Type: Air Elementals are Outsiders with the air and elemental subtypes.
- Size: Air Elementals are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Air Elementals have a fly speed of 60 feet with perfect maneuverability.
- Languages: Air Elementals begin play speaking Auran. Air Elementals with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
- Speeding Winds: Air Elementals receive Improved Initiative a a bonus feat at level 1.
Offense Racial Traits
- Natural Attack: Air Elementals gain a slam attack as primary natural attack that deal 1d6 points of damage.
Defense Racial Traits
- Air Mastery (Ex): Air Elementals are particularly strong against other creatures aloft. Airborne creatures take a –1 penalty on attack and damage rolls against the air elemental.
- Elemental Immunities: Air Elementals are immune to bleed, non-magical paralysis, poison, and sleep effects.
Sense Racial Traits
- Darkvision: Air Elementals have darkvision and so can see perfectly in the dark up to 60 feet.
Magical Racial Traits
- Whirlwind (Su): Air Elementals can create a whirlwind (DC DC 10 + 1/2 your character level + your Strength modifier, 10 ft.) as a standard action, at will. This ability functions identically to the whirlwind special attack. The height of the whirlwind is equal to the air elementals's height.