The Orglashes part 1Orglash Air Elemental, SmallOrglash Air Elemental, MediumOrglash Air Elemental, LargeOrglash Air Elemental, HugeOrglash Air Elemental, GreaterOrglash Air Elemental, ElderOrglash Storm Elemental, SmallOrglash Storm Elemental, MediumOrglash Storm Elemental, LargeOrglash Storm Elemental, HugeOrglash Storm Elemental, GreaterOrglash Air Elemental, Small
Small Elemental (Air, Cold, Native)
Hit Dice: 2d8+4 (13 hp)
Initiative: +7
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/–3
Attack: Slam +5 melee (1d4 +1d2 cold)
Full Attack: Slam +5 melee (1d4 +1d2 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind, cone of cold
Special Qualities: Darkvision 60 ft., elemental traits, immune to cold, vulnerability to fire, fast healing 3*
Saves: Fort +2, Ref +6, Will +0 [+2 morale against all spells by Red Wizards]
Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Cold forest and plains
COMBAT
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. Caster Level 2nd, 60-foot cone, 2d6 cold, Reflex DC 15 half.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the Small Air elemental might take 1d4 points of damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 11 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time
as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. A limited wish, wish, miracle, or true resurrection can restore it to life. Elementals do not eat, sleep, or breath.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Air Elemental, Medium
Medium Elemental (Air, Cold, Native)
Hit Dice: 4d8+16 (34 hp)
Initiative: +9
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 20 [21 Dodge] (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d6+1 +1d3 cold)
Full Attack: Slam +8 melee (1d6+1 +1d3 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits, immune to cold, vulnerability to fire, fast healing 3*
Saves: Fort +5, Ref +9, Will +1 [+2 morale against all spells by Red Wizards]
Abilities: Str 12, Dex 21, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Cold forest and plains
COMBAT
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. Caster Level 4th, 60-foot cone, 4d6 cold, Reflex DC 15 half.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the Small Air elemental might take 1d6 points of damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 13 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time
as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. A limited wish, wish, miracle, or true resurrection can restore it to life. Elementals do not eat, sleep, or breath.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Air Elemental, Large
Large Elemental (Air, Cold, Native)
Hit Dice: 8d8+40 (76 hp)
Initiative: +11
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 22 [23 Dodge] (–1 size, +7 Dex, +6 natural), touch 16, flat-footed 15
Base Attack/Grapple: +6/+12
Attack: Slam +12 melee (2d6+2 +1d6 cold)
Full Attack: 2 Slams +12 melee (2d6+2 +1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits, immune to cold, vulnerability to fire, fast healing 3*
Saves: Fort +7, Ref +13, Will +2 [+2 morale against all spells by Red Wizards]
Abilities: Str 14, Dex 25, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Cold forest and plains
COMBAT
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. Caster Level 8th, 60-foot cone, 8d6 cold, Reflex DC 15 half.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the Small Air elemental might take 2d6 points of damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 16 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time
as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. A limited wish, wish, miracle, or true resurrection can restore it to life. Elementals do not eat, sleep, or breath.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Huge Elemental (Air, Cold, Native)
Hit Dice: 16d8+56 (168 hp)
Initiative: +13
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 23 [24 Dodge] (–2 size, +9 Dex, +6 natural), touch 17, flat-footed 14
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (2d8+4 +1d8 cold)
Full Attack: 2 Slams +19 melee (2d8+4 +1d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immune to cold, vulnerability to fire, fast healing 3*
Saves: Fort +11, Ref +19, Will +5 [+2 morale against all spells by Red Wizards]
Abilities: Str 18, Dex 29, Con 22, Int 10, Wis 11, Cha 11
Skills: Listen +21, Spot +21
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Environment: Cold forest and plains
COMBAT
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. Caster Level 16th, 60-foot cone, 15d6 cold, Reflex DC 15 half.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the Small Air elemental might take 2d8 points of damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 22 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time
as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. A limited wish, wish, miracle, or true resurrection can restore it to life. Elementals do not eat, sleep, or breath.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Air Elemental, Greater
Huge Elemental (Air, Cold, Native)
Hit Dice: 21d8+126 (220 hp)
Initiative: +14
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 28 [29 Dodge] (–2 size, +10 Dex, +10 natural), touch 18, flat-footed 18
Base Attack/Grapple: +15/+28
Attack: Slam +23 melee (2d8+5 +1d8 cold)
Full Attack: 2 Slams +23 melee (2d8+5 +1d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immune to cold, vulnerability to fire, fast healing 3*
Saves: Fort +13, Ref +22, Will +9 [+2 morale against all spells by Red Wizards]
Abilities: Str 20, Dex 31, Con 22, Int 10, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Alertness, Blind-fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Cold forest and plains
COMBAT
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. Caster Level 21st, 60-foot cone, 15d6 cold, Reflex DC 15 half.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the Small Air elemental might take 2d8 points of damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 25 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time
as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. A limited wish, wish, miracle, or true resurrection can restore it to life. Elementals do not eat, sleep, or breath.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Air Elemental, Elder
Huge Elemental (Air, Cold, Native)
Hit Dice: 24d8+144 (252 hp)
Initiative: +15
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 29 [30 Dodge] (–2 size, +11 Dex, +10 natural), touch 19, flat-footed 18
Base Attack/Grapple: +18/+32
Attack: Slam +27 melee (2d8+6 +1d8 cold)
Full Attack: 2 Slams +27 melee (2d8+6 +1d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immune to cold, vulnerability to fire, fast healing 3*
Saves: Fort +14, Ref +25, Will +10 [+2 morale against all spells by Red Wizards]
Abilities: Str 22, Dex 33, Con 22, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Cold forest and plains
COMBAT
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. Caster Level 24th, 60-foot cone, 15d6 cold, Reflex DC 15 half.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the Small Air elemental might take 2d8 points of damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 28 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time
as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. A limited wish, wish, miracle, or true resurrection can restore it to life. Elementals do not eat, sleep, or breath.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Storm Elemental, Small
Small Elemental (Air, Cold, Native)
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares),fl y 40 ft. (perfect)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13,flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Slam +4 melee(1d4 plus 1d4 electricity plus 1d2 cold)
Full Attack: Slam +4 melee (1d4 plus 1d4 electricity plus 1d2 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shock, thunder and lightning, Cone of Cold
Special Qualities: Air mastery, darkvision 60 ft., electrical and sonic healing, immune to cold, vulnerability to fire, fast healing 3*, elemental traits
Saves: Fort +3, Ref +5, Will +0 [+2 morale against all spells by Red Wizards]
Abilities: Str 10, Dex 15, Con 16, Int 10, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Alertness, Weapon Finesse(B)
The elemental incarnation of a living storm, a storm elemental displays the same sudden, violent nature as a tempest. It seldom leaves its home plane unless summoned or called, but when it does it is capable of great destruction.
When not on the Elemental Plane of Air, storm elementals seek out natural squalls and are happiest in the midst of a raging thunderstorm.
Storm elementals speak Auran but rarely choose to do so. A storm elemental’s voice sounds like distant thunder.
COMBAT
Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid obstacles by flying. They stay airborne when possible, remaining out of the reach of enemies. Their thunder and lightning special ability gives them a ranged attack that most other elementals lack.
Air Mastery (Ex): Airborne creatures take a–1 penalty on attack and damage rolls against a storm elemental.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals 1d4 points nonlethal electricity damage to living opponents (Fortitude half, DC 14). The save DC is Constitution-based.
Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.
The thunder deals sonic damage (1d6) to all creatures within 60 feet of the storm elemental. A Fortitude save, DC 14, halves this damage.
The lightning is a 120-foot-long line that deals electricity damage (2d6). A Reflex save, DC 14, halves this damage. The save DCs are Constitution-based.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. 2d6 cold damage, Reflex save, DC 15, for half damage.
Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as soundburst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Storm Elemental, Medium
Medium Elemental (Air, Cold, Native)
Hit Dice: 4d8+16 (34 hp)
Initiative: +5
Speed: 30 ft. (6 squares),fl y 60 ft. (perfect)
Armor Class: 17 (+1 Dex, +6 natural), touch 11,flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d6+2 plus 1d6 electricity plus 1d3 cold)
Full Attack: Slam +5 melee (1d6+2 plus 1d6 electricity plus 1d3 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shock, thunder and lightning, Cone of Cold
Special Qualities: Air mastery, darkvision 60 ft., electrical and sonic healing, immune to cold, vulnerability to fire, fast healing 3*, elemental traits
Saves: Fort +5, Ref +5, Will +1 [+2 morale against all spells by Red Wizards]
Abilities: Str 14, Dex 13, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Alertness, Improved Initiative
The elemental incarnation of a living storm, a storm elemental displays the same sudden, violent nature as a tempest. It seldom leaves its home plane unless summoned or called, but when it does it is capable of great destruction.
When not on the Elemental Plane of Air, storm elementals seek out natural squalls and are happiest in the midst of a raging thunderstorm.
Storm elementals speak Auran but rarely choose to do so. A storm elemental’s voice sounds like distant thunder.
COMBAT
Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid obstacles by flying. They stay airborne when possible, remaining out of the reach of enemies. Their thunder and lightning special ability gives them a ranged attack that most other elementals lack.
Air Mastery (Ex): Airborne creatures take a–1 penalty on attack and damage rolls against a storm elemental.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals 2d4 points nonlethal electricity damage to living opponents (Fortitude half, DC 16). The save DC is Constitution-based.
Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.
The thunder deals sonic damage (2d6) to all creatures within 60 feet of the storm elemental. A Fortitude save, DC 16, halves this damage.
The lightning is a 120-foot-long line that deals electricity damage (4d6). A Reflex save, DC 16, halves this damage. The save DCs are Constitution-based.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. 4d6 cold damage, Reflex save, DC 15, for half damage.
Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as soundburst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Storm Elemental, Large
Large Elemental (Air, Cold, Native)
Hit Dice: 8d8+48 (84 hp)
Initiative: +4
Speed: 40 ft. (8 squares),fl y 80 ft. (perfect)
Armor Class: 18 (–1 size, +9 natural), touch 9,flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (1d8+6 plus 1d8 electricity plus 1d4 cold)
Full Attack: 2 slams +11 melee (1d8+6 plus 1d8 electricity plus 1d4 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shock, thunder and lightning, Cone of Cold
Special Qualities: Air mastery, damage reduction 5/–, darkvision 60 ft., electrical and sonic healing, immune to cold, vulnerability to fire, fast healing 3*, elemental traits
Saves: Fort +8, Ref +6, Will +2 [+2 morale against all spells by Red Wizards]
Abilities: Str 22, Dex 11, Con 22, Int 10, Wis 11, Cha 11
Skills: Listen +7, Spot +8
Feats:Alertness, Blind-Fight, Improved Initiative
The elemental incarnation of a living storm, a storm elemental displays the same sudden, violent nature as a tempest. It seldom leaves its home plane unless summoned or called, but when it does it is capable of great destruction.
When not on the Elemental Plane of Air, storm elementals seek out natural squalls and are happiest in the midst of a raging thunderstorm.
Storm elementals speak Auran but rarely choose to do so. A storm elemental’s voice sounds like distant thunder.
COMBAT
Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid obstacles by flying. They stay airborne when possible, remaining out of the reach of enemies. Their thunder and lightning special ability gives them a ranged attack that most other elementals lack.
Air Mastery (Ex): Airborne creatures take a–1 penalty on attack and damage rolls against a storm elemental.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals 4d4 points nonlethal electricity damage to living opponents (Fortitude half, DC 20). The save DC is Constitution-based.
Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.
The thunder deals sonic damage (4d6) to all creatures within 60 feet of the storm elemental. A Fortitude save, DC 20, halves this damage.
The lightning is a 120-foot-long line that deals electricity damage (8d6). A Reflex save, DC 20, halves this damage. The save DCs are Constitution-based.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. 8d6 cold damage, Reflex save, DC 15, for half damage.
Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as soundburst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Storm Elemental, Huge
Huge Elemental (Air, Cold, Native)
Hit Dice: 16d8+128 (200 hp)
Initiative: +3
Speed: 50 ft. (10 squares),fl y 100 ft. (perfect)
Armor Class: 19 (–2 size,–1 Dex, +12 natural), touch 7,flat-footed 19
Base Attack/Grapple: +12/+30
Attack: Slam +20 melee (2d6+10 plus 2d6 electricity plus 1d6 cold)
Full Attack: 2 slams +20 melee (2d6+10 plus 2d6 electricity plus 1d6 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Shock, thunder and lightning, Cone of Cold
Special Qualities: Air mastery, damage reduction 5/–, darkvision 60 ft., electrical and sonic healing, immune to cold, vulnerability to fire, fast healing 3*, elemental traits
Saves: Fort +13, Ref +11, Will +5 [+2 morale against all spells by Red Wizards]
Abilities: Str 30, Dex 9, Con 26, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Lightning Refl exes, Power Attack
The elemental incarnation of a living storm, a storm elemental displays the same sudden, violent nature as a tempest. It seldom leaves its home plane unless summoned or called, but when it does it is capable of great destruction.
When not on the Elemental Plane of Air, storm elementals seek out natural squalls and are happiest in the midst of a raging thunderstorm.
Storm elementals speak Auran but rarely choose to do so. A storm elemental’s voice sounds like distant thunder.
COMBAT
Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid obstacles by flying. They stay airborne when possible, remaining out of the reach of enemies. Their thunder and lightning special ability gives them a ranged attack that most other elementals lack.
Air Mastery (Ex): Airborne creatures take a–1 penalty on attack and damage rolls against a storm elemental.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals 8d4 points nonlethal electricity damage to living opponents (Fortitude half, DC 26). The save DC is Constitution-based.
Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.
The thunder deals sonic damage (8d6) to all creatures within 60 feet of the storm elemental. A Fortitude save, DC 26, halves this damage.
The lightning is a 120-foot-long line that deals electricity damage (16d6). A Reflex save, DC 26, halves this damage. The save DCs are Constitution-based.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. 15d6 cold damage, Reflex save, DC 15, for half damage.
Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as soundburst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.
Orglash Storm Elemental, Greater
Huge Elemental (Air, Cold, Native)
Hit Dice: 21d8+168 (262 hp)
Initiative: +4
Speed: 50 ft. (10 squares),fl y 100 ft. (perfect)
Armor Class: 24 (–2 size, +16 natural), touch 8,flat-footed 24
Base Attack /Grapple: +15/+34
Attack: Slam +24 melee (3d6+11 plus 2d6 electricity plus 1d8 cold)
Full Attack: 2 slams +24 melee (3d6+11 plus 2d6 electricity plus 1d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Shock, thunder and lightning, Cone of Cold
Special Qualities: Air mastery, damage reduction 10/–, darkvision 60 ft., electrical and sonic healing, immune to cold, vulnerability to fire, fast healing 3*, elemental traits
Saves: Fort +15, Ref +14, Will +7 [+2 morale against all spells by Red Wizards]
Abilities: Str 32, Dex 11, Con 26, Int 10, Wis 11, Cha 11
Skills:Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack
The elemental incarnation of a living storm, a storm elemental displays the same sudden, violent nature as a tempest. It seldom leaves its home plane unless summoned or called, but when it does it is capable of great destruction.
When not on the Elemental Plane of Air, storm elementals seek out natural squalls and are happiest in the midst of a raging thunderstorm.
Storm elementals speak Auran but rarely choose to do so. A storm elemental’s voice sounds like distant thunder.
COMBAT
Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid obstacles by flying. They stay airborne when possible, remaining out of the reach of enemies. Their thunder and lightning special ability gives them a ranged attack that most other elementals lack.
Air Mastery (Ex): Airborne creatures take a–1 penalty on attack and damage rolls against a storm elemental.
Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals 10d4 points nonlethal electricity damage to living opponents (Fortitude half, DC 28). The save DC is Constitution-based.
Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning.
The thunder deals sonic damage (10d6) to all creatures within 60 feet of the storm elemental. A Fortitude save, DC 28, halves this damage.
The lightning is a 120-foot-long line that deals electricity damage (21d6). A Reflex save, DC 28, halves this damage. The save DCs are Constitution-based.
Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice. 15d6 cold damage, Reflex save, DC 15, for half damage.
Electrical and Sonic Healing (Ex): Storm elementals take no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as soundburst) used against a storm elemental heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The storm elemental can’t heal hit points by attacking itself.
Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.
Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.
Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.