Air Elemental

This Air Elemental is the basic and most common variety in the saga. It is also the most likely version summoned by the Conjure Air Elemental spell. Note that there are a few 10-Hit Dice Air Elementals in the basic and EE game, but their stats and abilities are practically the same as a 12-HD creature.
*This 12-HD Air Elemental has no special resistances. However, it has a undroppable ring that protects it from non-magical weapons and enchantment +1 weapons.
*The Air Elemental attack is a crushing melee force dealing 1d20 damage (with an additional +7 for strength). This force has a range of 1 and strikes as a +4 enchanted item.
*This elemental can utilize the Air Elemental Whirlwind innate ability by script. It will do it in the first two rounds of combat, and then again later if it is functional. It will only initiate the effect if an enemy is within range and seen.
==Mod Content==
Sword Coast Stratagems makes minor revisions to all air elementals in the game. It provides them with immunity to Paralyze, Entangle and Web effects. It does not do this to the Spell Revisions versions, as that mod already did this as well. Basically, a floating air creature will not be webbed or entangled. However, it will also be immune to Hold Monster spells.
Installation of the Spell Revisions Mod re-works and changes most conjured elementals in the game. If you cast the Conjure Air Elemental spell, then you will get a 12 HD version if your caster's level is below level 15. The 12 Hit Dice Air Elemental has the following Abilities:
Air Elemental (12 Hit Dice):
STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
HP 116, AC 0, THAC0 5, Saving Throws 7/9/8/8/10
3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3)
Special Qualities (12 & 16 Hit Dice):
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%
==External links==
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