[Index]
AIR ELEMENTAL4 (12)
Cypher Bestiary
Air elementals are capricious high-pressure systems resembling a cloudlike humanoid shape, some other shape formed of vapor, or even remaining invisible spirits of air.
Air elementals can be magically summoned but can also spontaneously appear in the wake of magically flying creatures or characters.
Sometimes air elementals are called by personified winds to briefly serve.
Health: 24
Damage Inflicted: Moderate wound
Movement: Long when flying
Modifications: Stealth as level 6
Combat: Air elementals slice foes up to a short distance away with blades of fierce wind or use blasts of air to throw small�objects.
If reduced to 0 health, air elementals are 50% likely to blow back into existence a few rounds later with 6 health. Rejuvenated elementals continue to fight or flee to cause trouble elsewhere.
Individual air elemental instances may also attack with one of the following abilities as their action.
- Buffet: The elemental attacks up to three creatures (who are next to each other) within short range with a violent gust, inflicting damage with a successful attack and knocking targets prone who fail a Might defense roll.
- Vortex: The elemental becomes a sucking vortex that attacks all creatures within immediate range each round. In this form, the elemental gains +1 to Armor and an additional +2 to Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to their normal form at the start of their next turn.
- Abide: The elemental disperses over a short area in diameter, becoming invisible, unable to attack, and immune from attack except with area attacks. The elemental can remain in this form indefinitely but must use an action to return to normal.
- Tornado: The air elemental disassociates into a towering tornado a short distance in diameter (just once, or upon defeat) and charges forward, moving up to a long distance. Anything along the line of their movement is attacked; a successful attack deals a major wound and flings a target a long distance in a random direction. Even an unsuccessful attack inflicts a minor wound. Whatever the outcome, becoming a tornado permanently ends the air elemental's instance.
GM Intrusion: A violent blast of wind disarms a characte rand sends whateverthey were holding up toa long distance away(depending on theobject’s size and weight).
Adventure Seed: A mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff.