Kryx RPGThemesCreatures
Medium Air Elemental

Medium Air Elemental

Medium elemental
Challenge
2

STR
1
DEX
4
CON
2
INT
−3
WIS
0
CHA
0

52
8d8+16
16
Fort
+3
Ref
+3
Will
+0
Damage resistances concussion, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison

Speed 0 m., fly 10 m.
Skills Insight +0 (11), Perception +0 (11), Primal (Cha) +2 (13)
Senses darkvision 10 m.
Languages Auran

Air Form. The 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 medium air elemental uses maneuvers (maneuver save Difficulty 14). It has 3 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, distract, dive attack, feint, lunge, spring attack, step of the wind, uncanny dodge

Spellcasting. The medium air elemental uses Primal (Cha) to cast spells (spell save Difficulty 10, +2 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 (rounded up) 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, updraft, warding winds, whispering wind, winged flight, zephyr strike

Actions (2)

Slam. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 8 (1d8 + 4) bludgeoning damage.

Desertsrd

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A 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 augment this maneuver with the following options, expending stamina dice for each option.
  • 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, you can make a weapon attack in an attempt to distract the creature, giving your allies an opening. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or the next attack roll against it by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the creature by an attacker other than you to have advantage.

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or you have advantage on your next melee weapon attack roll against that creature before the end of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to have advantage on all attack rolls against the creature if the attack is made before the start of your next turn.

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.