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There is a Legacy version here.

PFS StandardElemental Hurricane

Elemental hurricanes embody the ferocity of violent windstorms.

Recall Knowledge - Elemental (Arcana, Nature): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Elemental HurricaneCreature 10

Huge Air Elemental 
Source Monster Core pg. 141
Perception +20; darkvision
Languages Sussuran
Skills Acrobatics +22, Athletics +19, Stealth +20
Str +6, Dex +7, Con +4, Int +0, Wis +3, Cha +0
AC 30; Fort +17, Ref +22, Will +16
HP 120; Immunities bleed, paralyzed, poison, sleep
High Winds (air, aura) 40 feet. Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.Disperse [reaction] (air) Trigger The elemental hurricane takes damage from a hostile action; Effect The elemental hurricane disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and its high winds aura is suppressed. At the end of the turn, the elemental hurricane reforms in any unoccupied space within 100 feet of where it dispersed, and its high winds are restored.
Speed fly 100 feet; swiftness
Melee [one-action] gust +22 [+17/+12] (finesse, reach 20 feet), Damage 2d10-2+12 bludgeoning plus Push 10 feetRanged [one-action] lightning lash +22 [+17/+12] (range increment 75 feet), Damage 2d12-2+6 electricityGale Breath [two-actions] (air) The elemental exhales a 30-foot cone of air. Creatures in the cone must succeed at a DC 27 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage (roll the damage once for all creatures). The elemental hurricane can't use Gale Breath again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature is pushed 20 feet.
Failure The creature is pushed 40 feet.
Critical Failure The creature is pushed 40 feet and knocked prone.
Swiftness The elemental's movement doesn't trigger reactions.

All Monsters in "Elemental, Air"

NameLevel
Belker6
Despairing Pall1
Elemental Hurricane11
Living Thunderclap4
Living Whirlwind5
Melody On The Wind10
Phade7
Picture-in-Cloud13
Spark Bat2
Storm Lord9
Veiled Current8
Zephyr Hawk3

Elemental, Air

Source Monster Core pg. 140
Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.

Elemental

Related Groups Elemental, Air, Elemental, Earth, Elemental, Earth, Elemental, Fire, Elemental, Fire, Elemental, Mephit, Elemental, Metal, Elemental, Scamp, Elemental, Water, Elemental, Water, Elemental, Wisp, Elemental, Wood
The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.