Elemental

Elementals are incarnations of the elements that compose existence. They are as wild and dangerous as the forces that birthed them.

Storm Elemental

The statistics block below contains details for more than one size of storm elemental. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Storm Elemental, Small
Small Elemental (Air, Extraplanar)
Storm Elemental, Medium
Medium Elemental (Air, Extraplanar)
Storm Elemental, Large
Large Elemental (Air, Extraplanar)
Storm Elemental, Huge
Huge Elemental (Air, Extraplanar)
Storm Elemental, Greater
Huge Elemental (Air, Extraplanar)
Storm Elemental, Elder
Huge Elemental (Air, Extraplanar)
Hit Dice: 2d8+2 (11 hp) 4d8+8 (26 hp) 8d8+32 (68 hp) 16d8+96 (168 hp) 21d8+126 (220 hp) 24d8+144 (252 hp)
Initiative: +2 +5 +4 +3 +4 +5
Speed: 20 ft. (4 squares), fly 40 ft. (perfect) 30 ft. (6 squares), fly 60 ft. (perfect) 40 ft. (8 squares), fly 80 ft. (perfect) 50 ft. (10 squares), fly 100 ft. (perfect) 50 ft. (10 squares), fly 100 ft. (perfect) 50 ft. (10 squares), fly 100 ft. (perfect)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 16 (−1 size, +7 natural), touch 9, flat-footed 16 17 (−2 size, −1 Dex, +10 natural), touch 7, flat-footed 17 22 (−2 size, +14 natural), touch 8, flat-footed 22 24 (−2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple: +1/−3 +3/+5 +6/+16 +12/+30 +15/+34 +18/+37
Attack: Slam +4 melee (1d4 plus 1d4 electricity) Slam +5 melee (1d6+2 plus 1d6 electricity) Slam +11 melee (1d8+6 plus 1d8 electricity) Slam +20 melee (2d6+10 plus 2d6 electricity) Slam +24 melee (3d6+11 plus 2d6 electricity) Slam +27 melee (3d6+11/19–20 plus 2d6 electricity)
Full Attack: Slam +4 melee (1d4 plus 1d4 electricity) Slam +5 melee (1d6+2 plus 1d6 electricity) 2 slams +11 melee (1d8+6 plus 1d8 electricity) 2 slams +20 melee (2d6+10 plus 2d6 electricity) 2 slams +24 melee (3d6+11 plus 2d6 electricity) 2 slams +27 melee (3d6+11/19–20 plus 2d6 electricity)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Shock, thunder and lightning Shock, thunder and lightning Shock, thunder and lightning Shock, thunder and lightning Shock, thunder and lightning Shock, thunder and lightning
Special Qualities: Air mastery, darkvision 60 ft., electrical and sonic healing, elemental traits Air mastery, darkvision 60 ft., electrical and sonic healing, elemental traits Air mastery, damage reduction 5/—, darkvision 60 ft., electrical and sonic healing, elemental traits Air mastery, damage reduction 5/—, darkvision 60 ft., electrical and sonic healing, elemental traits Air mastery, damage reduction 10/—, darkvision 60 ft., electrical and sonic healing, elemental traits Air mastery, damage reduction 10/—, darkvision 60 ft., electrical and sonic healing, elemental traits
Saves: Fort +1, Ref +5, Will +0 Fort +3, Ref +5, Will +1 Fort +6, Ref +6, Will +2 Fort +11, Ref +11, Will +5 Fort +13, Ref +14, Will +7 Fort +14, Ref +17, Will +8
Abilities: Str 10, Dex 15, Con 12, Int 4, Wis 11, Cha 11 Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11 Str 22, Dex 11, Con 18, Int 6, Wis 11, Cha 11 Str 30, Dex 9, Con 22, Int 6, Wis 11, Cha 11 Str 32, Dex 11, Con 22, Int 8, Wis 11, Cha 11 Str 32, Dex 13, Con 22, Int 10, Wis 11, Cha 11
Skills: Listen +4, Spot +5 Listen +5, Spot +6 Listen +7, Spot +8 Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Weapon Finesse [bonus] Alertness, Improved Initiative Alertness, Blind-Fight, Improved Initiative Alertness, Blind-Fight, Cleave, Improved Initiative, Lightning Reflexes, Power Attack Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack
Environment: Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 2 4 6 8 10 12
Treasure: None None None None None None
Alignment: Usually neutral Usually neutral Usually neutral Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) ♊ 5–7 HD (Medium) ♊ 9–15 HD (Large) ♊ 17–20 HD (Huge) ♊ 22–23 HD (Huge) ♊ 25–48 HD (Huge) ♊
Level Adjustment: — — — — — —

Storm Elemental: Small • Medium • Large • Huge • Greater • Elder

A dark storm cloud crackles with lightning and reverberates with the dull rumble of thunder.

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 nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based.

SizeHeightWeightFortitude
DC
Damage
Small4 ft.4 lb.121d4
Medium8 ft.8 lb.142d4
Large16 ft.16 lb.184d4
Huge32 ft.32 lb.248d4
Elder36 ft.40 lb.2610d4
Greater40 ft.48 lb.2812d4

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 (see table) to all creatures within 60 feet of the storm elemental. A Fortitude save halves this damage.

The lightning is a 120-foot-long line that deals electricity damage (see table). A Reflex save halves this damage.

The save DCs are Constitution-based.

SizeSave
DC
Sonic
Damage
Electricity
Damage
Small121d62d6
Medium142d64d6
Large184d68d6
Huge248d616d6
Elder2610d621d6
Greater2812d624d6

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 sound burst) 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.

Storm Elementals in Eberron

In the Eberron campaign setting, storm elementals ravage the plane of Kythri, where chaos holds sway. Storm elementals find their way to Eberron whenever Kythri and the Material Plane are coterminous. The gnomes of Zilargo and the drow of Xen’drik occasionally use bound storm elementals to power vehicles and magic items, a tricky endeavor given the elementals’ temperamen tal dispositions. On 15 Lharvion 997 YK in the city of Trolanport, a failed attempt to bind a storm elemental to a House Lyrandar skyship resulted in the deaths of four gnomish magewrights and caused irreparable damage to the ship.

Summoning Storm Elementals

Storm elementals can be added to the list of creatures that can be summoned using summon monster and summon nature’s ally spells, as shown below.

ElementalSpell Lists
SmallSummon monster IV, summon nature’s ally III
MediumSummon monster VI, summon nature’s ally V
LargeSummon monster VII, summon nature’s ally VI
HugeSummon monster VIII, summon nature’s ally VII
GreaterSummon monster IX, summon nature’s ally VIII

Source: Monster Manual III, page 48.