Combat

Al'Akir uses his great speed to his advantage in battle. He strikes first at those foes who fly and thus present the greatest challenge to his mastery of the air. Climbing into the sky to attack him can be a dangerous proposition. Once all flying foes have been dealt with, he generally employs his whirlwind ability to sweep up creatures on the ground, holding them as long as possible before dropping them in whatever manner deals the most punishment to those who would challenge his might.

Although he is the weakest of the Elemental Lords, the others are hard pressed to attack him on his own turf. He rarely attacks them directly, choosing instead to wreak whatever havoc he can before retreating in the face of determined opposition.

Air Mastery (Ex): Airborne creatures take a -2 penalty on attack and damage rolls against Al'Akir.

Storm Shape (Su): Once per day, Al'Akir can transform himself into a raging thunderstorm. The transformation requires 1 full round to complete, during which he swiftly shifts into a massive, roiling black cloudbank with lightning dancing within. He must be outdoors to employ this ability, which turns him into a 250-foot by 250-foot by 1,000-foot towering bank of clouds that lasts for up to 1 full hour and stands anywhere from 100 to 500 feet above the ground. While in this shape, he is treated as though he is under the effects of a tireless greater rage for the duration of the thunderstorm. He can move at his normal speed and may perform any of the following abilities at will:

Lightning Bolt (Su): Each round, Al'Akir can loose 2d6 lightning bolts, each at a different target within 500 feet of his storm cloud form in any direction he wishes. The targeted creature suffers 20d6 points of electricity damage, Reflex DC 30 for half.

Slam Attack (Ex): Any creature underneath Al'Akir or within 100 feet of his cloud form is subject to one wind-based slam attack per round at his full attack bonus.

Tornado (Su): Al'Akir can create a single whirlwind underneath his cloud shape that must remain directly below his cloud body. He can move this at a speed of 50 feet laterally, keeping the body of the tornado between the lower edge of his cloudbank and the ground beneath. If any other air elementals are present in the area, they can form whirlwinds that duplicate these effects (at their own normal levels of power) that last for as long as his storm form is maintained. Al'Akir may not use a slam attack or lightning bolt against any creature trapped within a whirlwind, either his own or those of another elemental, and different whirlwinds may not overlap.

Whirlwind (Su): Al'Akir can transform himself into a whirlwind once every 10 minutes and remain in that form for up to 24 rounds. In this form, he can move through the air or along a surface at his fly speed. He is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. He controls his exact height, but this must be at least 10 feet.

Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a DC 67 Reflex save when it comes into contact with the whirlwind or take 5d8 points of damage. It must also succeed at a second DC 67 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 5d8 points of damage each round. A creature that can fly is allowed a DC 67 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Al'Akir can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be. Typically, he does this over the sides of cliffs, or after carrying them aloft as high as possible.

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 one-half concealment, while those farther away have total concealment (see PHB, Chapter 8: Combat, "Combat Modifiers," Concealment). Those caught in the cloud must succeed at a DC 67 Concentration check to cast a spell.

Spell-Like Abilities: At will—acid fog, chain lightning, cloudkill, lightning shield*; 1/day—heightened cloudkill (level 9th), maximized chain lightning. Caster level 20th; save DC 27 + spell level.

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