Sylph

Medium Air Elemental's page

4 posts. Alias of DM Livgin.


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Outsider 4| AC19 T16 F13 | HP 36/38 | CMD:24 | F:+8 R:+9 W:+1 | darkvision (60 ft); Perception: +7 | Active Effects: Whirlwind (DC 16)

The conjured elemental continous to attack.

slam:
attack: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d6 + 6 ⇒ (2) + 6 = 8


Outsider 4| AC19 T16 F13 | HP 36/38 | CMD:24 | F:+8 R:+9 W:+1 | darkvision (60 ft); Perception: +7 | Active Effects: Whirlwind (DC 16)

The air elemental charges forward above the team's heads and blasts the ooze will a hammer of air.

Partial charge, slam:
1d20 + 11 ⇒ (1) + 11 = 12
1d6 + 6 ⇒ (3) + 6 = 9

It is over Roldala's head.


Outsider 4| AC19 T16 F13 | HP 36/38 | CMD:24 | F:+8 R:+9 W:+1 | darkvision (60 ft); Perception: +7 | Active Effects: Whirlwind (DC 16)

Caught by a backdraft only it can feel the elemental drifts back to Val and lands on his arm, transforming into a tattooed sleeve of a thundering whirlwind.


Outsider 4| AC19 T16 F13 | HP 36/38 | CMD:24 | F:+8 R:+9 W:+1 | darkvision (60 ft); Perception: +7 | Active Effects: Whirlwind (DC 16)

Spinning into a whirlwind the elemental gusts forward attempting to sweep up as many creatures as possible in it's winds. With a 100' of perfect fly I think I can hit them all.

Each creature must make a DC 16 Reflex save or suffer 1d6+6 damage.
Each creature must make a second DC 16 Reflex save or be trapped inside the whirlwind.

Bug (purple); DC 16 Reflex negates: 1d6 + 6 ⇒ (1) + 6 = 7
Bug (white); DC 16 Reflex negates: 1d6 + 6 ⇒ (3) + 6 = 9
Bug (red); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (green); DC 16 Reflex negates: 1d6 + 6 ⇒ (4) + 6 = 10
Bug (yellow); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (orange); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (grey); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (medium); DC 16 Reflex negates: 1d6 + 6 ⇒ (4) + 6 = 10

The whirlwind is 10' high and 5' wide.

Bug (purple); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (6) + 6 = 12
Bug (white); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (2) + 6 = 8
Bug (red); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (3) + 6 = 9
Bug (green); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (6) + 6 = 12
Bug (yellow); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (orange); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (6) + 6 = 12
Bug (grey); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (5) + 6 = 11
The medium bug is too large and immune to the whirlwind.

Any bugs trapped in the whirlwind travel with it. If the roof is 15' or more high Val will direct it to not create a dust cloud. If the roof is 10' high then it has no choice and everything within 5' behaves as a fog cloud (concealment at 5', total concealment at greater than 5')

Damage done the whirlwind comes to a stop 10' away from Roldala and Setare.