Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent mortals, and much prefer to spend their time swooping and racing through the endless skies.
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: Air Elementals treat each other with a sense of bravado, constantly trying to goad each other unto making mistakes or attacking them so they can set a pecking order. Though it is said the only time air elementals have time to annoy eachother is when they do not have any mortals bring undue harm onto. A culture of spiteful tricksters and pranksters of course, does not last long or tolerate itself for more than awhile.
Relations: Air Elementals are one of the few objectively spiteful and dismissive elementals who dislike sharing space with mortal beings. Commonly playing tricks and causing misfortune when they can to other beings on malbaar, they especially view creatures stuck on the ground or incapable of flight with pity. In the same sense, someone capable of grounding an air elemental or capable of bringing it down will earn an enemy for life.
Belief and Religion: Due to their sense of superiority and disdain for others, air elementals often find themselves serving anarchic or evil forces, though most prefer the ability to serve only their own whims and desires, and selfishly indulge. As such, while they are wary of gods of the sky, winds, and weather, they often prefer to simply be unnoticed until the time is right.
Adventurers: While most air elementals could be considered vagabonds or bandits when they are humanoids, it is rare but not impossible for an air elemental to either set aside it's disdain for the ground or simply views it's perceived superiority as a responsibility that requires it care for the less fortunate. These air elementals often take guardianship roles or even become adventurers, taking roles where they can most inflict pain to satisfy themselves.
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 elementals with the air subtype.
- 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 Ventin. 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.
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.