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An air elemental (sometimes called a wind elemental[1]) was a being made up of wind and living air. It appeared as a shapeless cloud that moved rapidly in any direction, even against the wind.[9][10]

Description[]

When summoned to the Prime Material plane, air elementals typically appeared as an amorphous, ever-shifting cloud. Whenever they made the rare attempt to speak, it resembled either the high-pitched shriek of a tornado or the low rumbling moan of a thunder storm.[7]

Abilities[]

Air elementals were capable of altering their bodies in the form of a small whirlwind. Over the ages, the height and diameters of these whirlwinds varied significantly, especially depending upon how powerful an air elemental was. Some were reported to be as small as 8‒16 ft (2.4‒4.9 m) tall,[8] while others were reported being as tall as 40‒80 ft (12‒24 m) tall.[7][4]

Though they all roughly shared the same abilities, those in the Elemental Plane of Air that were incapable of being summoned were known to possess even greater powers.[8]

Combat[]

Air elementals typically fought creatures by either blasting them with strong gusts of wind or shifting into their whirlwind form.[7]

Ecology[]

Diets[]

Air elementals subsisted solely on the consumption of air.[7]

Summoning[]

These elementals could be summoned to the Prime Material plane through use of the spells conjure elemental,[11] conjure air elemental.[12] conjure lesser air elemental,[13] elemental servant,[14] elemental summoning,[15] summon monster III, and summon monster VI.[16]

There were also magical items that could achieve this, such as a censer of controlling air elementals,[17] a censer for summoning hostile air elementals,[18] elemental gems,[19] the Elemental Scourge in Kossuth's House,[20] the Zakharan instrument nay of the djinn (but only if played by a bard or rawunin),[21] and the Tome of Twelve Seals.[22]

In terms of divine magic, the specialty priests known as airwalkers were granted the power to summon an air elemental once per day or incredibly powerful ones once per tenday by their deity Akadi. Upon reaching a certain level of skill, airwalkers summoned their first air elemental in a religious ceremony called the Fellowship of Flight.[23]

Halcyons, specialty priests of Aerdrie Faenya, had access to the conjure air elemental spell and the most powerful among their ranks were granted an innate ability to conjure forth an air elemental once per tenday for a period of one hour. Aerdrians notably considered these elementals to not be servants of the priest who summoned them, but rather of Aerdrie Faenya herself and thus were to be respected.[24]

Relationships[]

Aerial servants often tried to accompany them wherever they went, but air elementals strove to avoid them. They viewed the aerials as an inferior form of air elemental and discouraged other kinds of air elementals from interacting with them.[25]

Notable Air Elementals[]

A berserk air elemental dwelled on the Dungeon Level of Undermountain.[26]

Appendix[]

Appearances[]

Adventures
Dungeon #28: "The Pipes of Doom"Dead in ThayPrinces of the ApocalypseWaterdeep: Dungeon of the Mad Mage
Video Games
Al-Qadim: The Genie's CurseBaldur's Gate IIIBaldur's Gate II: Shadows of AmnNeverwinter NightsNeverwinter Nights 2Neverwinter Nights 2: Storm of ZehirNeverwinterNeverwinter Nights: Tyrants of the Moonsea
Card Games
Magic: The Gathering (AFR)
Board Games
Temple of Elemental Evil Board GameBetrayal at Baldur's Gate
Organized Play & Licensed Adventures
Breath of the Yellow RoseEye of the Tempest

Gallery[]

External links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. 1.0 1.1 Victor Milán (October 1995). War in Tethyr. (TSR, Inc), p. 43. ISBN 0-7869-0184-5.
  2. 2.0 2.1 2.2 2.3 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 124. ISBN 978-0786965614.
  3. 3.0 3.1 Mike Mearls, Greg Bilsland, Robert J. Schwalb (June 2010). Monster Manual 3 4th edition. Edited by Greg Bilsland, et al. (Wizards of the Coast), p. 80. ISBN 978-0-7869-5490-2.
  4. 4.0 4.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 95–96. ISBN 0-7869-2893-X.
  5. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 145. ISBN 0-7869-2015-7.
  6. Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 99. ISBN 1-5607-6619-0.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 David "Zeb" Cook et al. (1989). Monstrous Compendium Volume One. (TSR, Inc), p. 44. ISBN 0-8803-8738-6.
  8. 8.0 8.1 8.2 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 37. ISBN 0-935696-00-8.
  9. Skip Williams, Jonathan Tweet and Monte Cook (October 2000). Monster Manual 3rd edition. (Wizards of the Coast), p. 81. ISBN 0-7869-1552-1.
  10. Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 95. ISBN 0-7869-2893-X.
  11. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 225. ISBN 978-0-7869-6560-1.
  12. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 178. ISBN 0-7869-0394-5.
  13. Drew Karpyshyn et al (2000). Baldur's Gate II: Shadows of Amn Game Manual , link:[1]. (BioWare).
  14. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 93. ISBN 0-8803-8099-3.
  15. Schlieker Design (2001). Baldur's Gate II: Throne of Bhaal Game Manual , link:[2]. (BioWare).
  16. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 286–287. ISBN 0-7869-2886-7.
  17. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 158. ISBN 978-0786965622.
  18. David Cook (April 1995). Dungeon Master Guide 2nd edition (revised). (TSR, Inc.), p. 219. ISBN 978-0786903283.
  19. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), pp. 167–168. ISBN 978-0786965622.
  20. Darrin Drader, Thomas M. Reid, Sean K. Reynolds, Wil Upchurch (June 2006). Mysteries of the Moonsea. Edited by John Thompson, Gary Sarli. (Wizards of the Coast), p. 120. ISBN 978-0-7869-3915-2.
  21. Jeff Grubb (February 1993). “Sounds of Wonder & Delight”. In Roger E. Moore ed. Dragon #190 (TSR, Inc.), pp. 84–88.
  22. Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 60. ISBN 0-88038-593-6.
  23. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 25–26. ISBN 978-0786903849.
  24. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 96. ISBN 0-7869-1239-1.
  25. David "Zeb" Cook et al. (1989). Monstrous Compendium Volume One. (TSR, Inc), p. 7. ISBN 0-8803-8738-6.
  26. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 23. ISBN 978-0-7869-6626-4.
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