Mist Elemental

These creatures resulting from the ancient mixing of the elements of air and water hail from the Elemental Subplane of Mist, where they are born of the very ethereal mist itself.

Mist Elemental

Mist Elemental, Small Mist Elemental, Medium Mist Elemental, Large
Size/Type: Small Elemental (Mist, Extraplanar) Medium Elemental (Mist, Extraplanar) Large Elemental (Mist, Extraplanar)
Hit Dice: 2d8+1 (10 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: +7 +9 +11
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack / Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2)
Space / Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +1, Ref +6, Will +0 Fort +4, Ref +9, Will +1 Fort +6, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11 Str 14, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmt.: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:

Mist Elemental, Huge Mist Elemental, Greater Mist Elemental, Elder
Size/Type: Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: +13 +14 +15
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack / Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space / Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +19, Will +5 Fort +12, Ref +22, Will +9 Fort +13, Ref +25, Will +10
Abilities: Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11 Str 20, Dex 31, Con 20, Int 8, Wis 11, Cha 11 Str 22, Dex 33, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmnt.: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

Mist elementals speak Auran and Aquan, communicating frely with both air and water elementals, though they are usually not welcomed by either, seen as a half-breed by both parent species.

Mist Elemental Sizes

Elemental Height Weight Mistwind Save DC Damage Height
Small 4 ft. 2 lb. 11 1d4 5×5 ft.
Medium 8 ft. 4 lb. 13 1d6 10×10 ft.
Large 16 ft. 8 lb. 16 1d8 15x15ft.
Huge 32 ft. 16 lb. 22 1d10 20×20 ft.
Greater 36 ft. 20 lb. 25 1d12 25×25 ft.
Elder 40 ft. 24 lb. 28 1d20 30×30 ft.


Combat

Their rapid speed makes mist elementals useful on vast battlefields or in extended aerial combat. They have also been used to create areas of fog of war on the battlefield, which is where the term originated.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a mist elemental.

Mistwind (Su): The elemental can transform itself into a mistwind 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 shifts between being incorporeal as the mist and corporeal and moves at its normal speed.

The mistwind is amorphous yet contained in a up to 30’x30’x30′ cube, depending on the elemental’s size. The elemental controls the exact size, but it must be at least 5 feet wide, high, and deep.

The elemental’s movement while in mistwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the mistwind if it touches or enters the mistwind, or if the elemental moves into or through the creature’s space.

Non-elemental creatures might take damage when caught in the mistwind. An affected creature must succeed on a Reflex save when it comes into contact with the mistwind or take the indicated damage. It must also succeed on a Will save or be blinded while within the mistwind, automatically taking the indicated damage each round. A creature that wishes to leave the mistwind is allowed a Reflex save each round to escape the mistwind. The creature remains blinded and takes damage but can leave if the save is successful. Once the creature leaves the mistwind ir regains its vision. The DC for saves against the mistwind’s perceptive effects varies with the elemental’s size (see the table). The save DC is Wisdom based.

Creatures caught in the mistwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and if blinded cannot cast spells which require them to see their targets. If they are not blinded they have a 50% chance of not seeing their targets. Creatures caught in the mistwind take a -2 penalty to Dexterity and a -4 penalty on attack rolls. The elemental can have only as many creatures trapped inside the mistwind at one time as will fit inside the mistwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the mistwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the mistwind’s base touches the ground, the ground is also obfuscated. This cloud is centered on the elemental and has a diameter equal to the mistwind’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 mistwind form cannot make slam attacks and does not threaten the area around it.


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