Elemental Hurricane
Creature 11 — air, elemental
SnareFlankerAERIALairelemental
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; darkvision
Languages sussuran
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 (swiftness)
Offense
Melee Gust (finesse, reach-20) +24, Damage 2d10+12 bludgeoning plus Push
Ranged Lightning Lash +24, range increment 75 feet, 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.
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.
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 —
WORKS WELL WITH
AnvilAERIALA durable flying bodyguard holds position in the air so the hurricane can freely reposition and knock targets around without leaving a gap.
SniperAERIALRanged damage capitalizes on targets scattered and repositioned by the hurricane's forced movement.
WeaverAERIALA caster's battlefield control stacks with the hurricane's difficult terrain to compound mobility denial on the party.
PUNISHES
✖ clumping✖ melee reliance✖ standing near hazards or edges
This elemental has no land Speed at all, so it cannot act on the ground; pairing it with land-locked allies leaves it isolated from support if it is forced down.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Elemental Hurricane in the encounter builder — free, no install.
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