Small Air Elemental
Small elemental- Challenge
- STR
- 1
- DEX
- 2
- CON
- 2
- INT
- −3
- WIS
- −1
- CHA
- 0
- Fort
- +3
- Ref
- +2
- Will
- −1
Air Form. The small air elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2 centimeters wide without squeezing.
Maneuvers. The small air elemental uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:
1 stamina die: disorient, distract, dive attack, feint, lunge, spring attack, step of the wind
Spellcasting. The small air elemental uses Primal (cha) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will): gust
1 mana: averting gust, cyclone, feather fall, fog cloud, gale cloak, gust of wind, hover, levitate, steal breath, unburden, updraft, warding winds, whispering wind, winged flight, zephyr strike
Actions (1)
Slam. Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) bludgeoning damage.
Maneuvers
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack to distract the creature, giving your allies an opening.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Spells
Gust
As an action, you seize the air and compel it to create one of the following effects at a point you can see within 5 meters:
- One Medium or smaller creature that must succeed on a Reflex saving throw or be pushed 2 meters away from you.
- You create a small blast of air that reduces any burning condition by 1 on a creature or object and is capable of moving one object that is neither held nor carried and that weighs no more than 2 kilos. The object is pushed 2 meters away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
At higher levels
You can affect a creature of a larger size, the target is pushed an additional 1 meter, and the object’s maximum weight increases when you reach 9th level (Large or smaller; 3 meters; 5 kilos) and 17th level (Huge or smaller; 4 meters; 7 kilos).
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, you can redirect attacks with gusts of air. The triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.
If the roll already has disadvantage, you cannot apply another instance of disadvantage.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.
As an action, winds swirl around you in a spiral form. Choose to have the wind rotate clockwise or counterclockwise. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 5d4 bludgeoning damage and is pushed 2 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Any burning creature in the area has the burning condition reduced by 1. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
Augment
You can increase the damage by 3d4, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
You can expend 1 additional mana so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.
You can change the direction of the cyclone as an action.
The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.
5 minutes/mana
As an action, choose up to five willing creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
Augment
You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Feather Fell
5 minutes/mana
As a reaction, which you use when you or a creature within 10 meters of you falls, choose up to two willing falling creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
Augment
You can target three additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 hour/mana
As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and a current of air surrounds it until the spell ends, redirecting attacks away from its body. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, you unleash a strong gust of wind. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 2d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Additionally, any burning creature in the area has the burning condition reduced by 1.
Any Medium or smaller creature in the area moves at half speed when it moves closer to the spell’s origin.
Augment
You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
1 hour/mana
As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:
- You don’t leave footprints.
- You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
- You have advantage on Stealth checks to move silently.
This effect ends if you are incapacitated.
Augment
You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.
concentration, 5 minutes/mana
As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.
If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.
You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.
Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.
As an action, you pull the breath from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.
On a failure, it loses 2d10 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.
On a critical failure, it loses twice as much health.
On a success, it loses half as much health.
On a critical success, it loses no health.
Augment
You can increase the health lost by 3d10 for each additional mana expended.
3 hours/mana
As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.
Augment
You can expend 1 additional mana to target a willing creature you touch.
As an action, gusts of wind lift a Medium or smaller creature that you can touch or see within 10 meters into the air as it must make a Reflex saving throw. A creature can willingly fail this save.
On a failure, it is lifted up to 6 meters into the air. It falls unless it has some means to stay aloft.
Augment
You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.
concentration, 5 minutes/mana
As an action, wind whirls around a creature that you can touch or see within 10 meters. It gains one of the following benefits for the duration:
- It gains a +2 bonus to Defense.
- Ranged weapon attacks made against it have disadvantage.
- It has advantage on saving throws against the burning condition.
Augment
You can expend 1 additional mana to give both benefits to the target.
You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.
As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.
The creature hears the message whispered by the wind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.
Augment
You can send an additional twenty-five words for each additional mana expended.
You can expend 1 additional mana so you can send the message across any distance.
As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.
As an action, winds lift you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.
On a hit, add 2d6 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 4d6 for each additional mana expended.