The strongest elemental summon for physical damage
Conjuration
Damage type: Physical
Action: See text
Components: V,S,M
Duration: rounds/level
Spell Lists: Arcane,Divine,Nature
Levels: 2,4,6,8,10
The Summon Air Elemental spell allows you to call forth a powerful air elemental to assist you in combat and other endeavors. The elemental's abilities and strength increase with the caster's power, making it a versatile and formidable ally.
If cast in an area with strong air currents or winds, the spell becomes an Evocation spell, reducing the casting time to two ticks. Without such conditions, the spell functions as a Conjuration spell, taking three ticks to cast.
The Air Elemental's Will Save is equal to its spell DC - 10.
The caster can also produce multiple air elementals by opting to conjure weaker ones. If the caster selects a weaker level, they will conjure 2 air elementals, with a 50% chance of conjuring a third. If the caster opts to conjure elementals two levels below, they will conjure 4 of them, with a 50% chance of conjuring one more, and so on.
Gust: Starting at level 2, the Air Elemental can unleash a powerful gust of wind at a single target, dealing 1d4 damage per STR and knocking it prone. To avoid falling prone, the character can attempt a STR/DEX check against the elemental's STR check.
Wind Wall: At level 4, the Air Elemental can create a wall of swirling air as a fast action. This ability acts exactly like the Wind Wall spell.
Air Telekinesis: Unlocked at level 6, the Air Elemental can use Telekinesis on any object as if he was using a Telekinesis spell one level lower, up to a maximum of Telekinesis 8. For instance, at level 6, the Air Elemental can use Telekinesis (level 5 spell), and at level 9, Telekinesis 8.
Martial Mastery: Available at level 8, the Air Elemental becomes a stronger fighter, unlocking more attacks and upgrading its critical strike (20-20 x2 to 19-20 x3)
Suffocation: At level 10, the Air Elemental can channel a powerful suffocation spell. Standing still, the air elemental siphons the surrounding air, healing himself by 10% per tick and suffocating every surrounding creature in the process. The affected circle area is 5ft per caster level. To prevent air from being pulled from their bodies, creatures can attempt a Fortitude Save. The DC of Suffocation is equal to the caster's Summon Elemental spell DC.
Attribute | Level 2 | Level 4 | Level 6 | Level 8 | Level 10 |
---|---|---|---|---|---|
Elemental Size | Medium | Large | Huge | Gargantuan | Colossal |
Attacks per Turn | 2 | 3 | 6 | 9 | 12 |
Attack Damage | 1d8 | 2d8 | 4d8 | 8d8 | 16d8 |
Strength per CL | +2 | +3 | +4 | +5 | +6 |
Armor per CL | +0 | +1 | +2 | +3 | +4 |
HP per CL | 4 | 8 | 16 | 32 | 64 |
Flying Speed per CL | 20 ft | 30 ft | 40 ft | 80 ft | 160 ft |
Magical Damage Resistance | 10% | 20% | 30% | 40% | 50% |
Attack Range | 30 ft | 40 ft | 50 ft | 60 ft | 80 ft |