Susir
This enormous cloud-like creature has no discernible features as it spins into cyclone form.
Susir (CR 23)
Huge Outsider (Air, Elemental, Extraplanar)Alignment: Neutral
Initiative: +18
Senses: Darkvision 60 feet; Perception +49
Speed: Fly 120 feet (perfect)
Space: 15 feet
Defense
Armor Class: 35, touch 23, flat-footed 20 (+14 Dex, +1 dodge, +12 natural, -2 size)Hit Points: 500 (40d10+280)
Saving Throws: Fort +31, Ref +38, Will +21
air mastery
Damage Reduction: 15/-
Immunity: elemental traits
Spell Resistance: 34
Offense
Melee: 2 slams +53 (4d6+14)Reach: 15 feet
Special Attacks: command air elementals (DC 36), Whirlwind (DC 44)
Spell-Like Abilities (CL 20th; melee touch +52, ranged touch +52):
- At Will- Control Winds (DC 21), Detect Magic, Dispel Magic, Teleport, Greater (self plus 50 lbs. of objects only), Gust Of Wind (DC 18), Obscuring Mist
- 3/day- Chain Lightning (DC 22), Control Weather, Wind Wall (DC 19)
- 1/day- summon (level 9, 1d2 elder air elementals, 1d4 greater air elementals, 1d4 djinn, or 4-8 invisible stalkers 100%)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
39 (+14) | 38 (+14) | 24 (+7) | 20 (+5) | 22 (+6) | 22 (+6) |
CMB +56
CMD 81
Feats: Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Dodge, Fly-by Attack, Improved Fly-by Attack, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Spring Attack, Weapon Finesse, Weapon Focus (slam), Whirlwind Attack
Skills: Acrobatics +57, Diplomacy +46, Fly +61, Intimidate +46, Knowledge (arcana) +48, Knowledge (planes) +48, Knowledge (religion) +48, Perception +49, Sense Motive +49, Stealth +49, Survival +49
Languages: Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Special Abilities
Command Elementals (Su)
As a standard action, an elemental lord can attempt to gain control of any elemental creature of the same element within 100 feet. Elementals receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 the elemental lord's + its Charisma modifier. Elementals that make their save are immune to the command of that elemental lord for one day. Elementals that fail their saves fall under the elemental lord's control, obeying its commands to the best of their ability. An elemental lord does not need to concentrate to maintain control over commanded elementals. Once commanded, an elemental serves until either it dies, the elemental lord dies, the elemental lord dismisses it, or the summoning magic ends (if the elemental was summoned). An elemental lord can command any number of elementals, so long as their total Hit Dice do not exceed twice the elemental lord's Hit Dice. If an elemental creature is under the control of another creature, the elemental lord can attempt an opposed Charisma check to gain control of the elemental.Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against Susir.Ecology
Environment: AnyOrganization: solitary or band (Susir plus 2-4 greater air elementals)
Treasure: triple standard
Susir makes his home hidden among the fog and clouds of the Plane of Air. His great airy palace is formed of the same material as the Plane itself and swirls and shifts across the great expanse of the Plane of Air. Within his palace dwell air elementals of all sizes and ages, invisible stalkers, will-o-wisps, and an array of other air-based creatures.
Susir dislikes combat, believing it a boring and mundane activity. If forced into battle however, he attacks first using his chain lighting attacks, followed by his whirlwind.
Comments