Elemental Hurricane
Creature 11 — air, elemental
Elemental hurricanes embody the ferocity of violent windstorms. 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.
Source: pathfinder-monster-core
Perception +20
Skills acrobatics +24, athletics +21, stealth +22
Str
+6
Dex
+7
Con
+4
Int
+0
Wis
+3
Cha
+0
AC 32
Fort +19
Ref +24
Will +18
HP 140
Immunities bleed, paralyzed, poison, sleep
Speed 0 feet, fly 100 feet
Offense
Melee Gust +24, Damage 2d10+12 bludgeoning
Ranged Lightning Lash +24, Damage 2d12+6 electricity
Abilities
Disperse — Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
High Winds (air, aura) — 40 feet.
Air within the emanation is difficult terrain for Flying creatures that don't have the air trait.
Swiftness — The elemental's movement doesn't trigger reactions.
Gale Breath (air) — The elemental exhales a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 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.
Push 10 feet — Push
Run Elemental Hurricane in the encounter builder — free, no install.
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