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Aether Elemental, Greater

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This strange entity is formed from interwoven, translucent threads of an unusual multicolored material.

Greater Aether Elemental CR 9

XP 6,400
N Huge outsider (aether, elemental, extraplanar)
Init +14; Senses blindsense 60 ft., darkvision 60 ft.; Perception +16

DEFENSE

AC 24, touch 24, flat-footed 14 (+6 deflection, +10 Dex, –2 size)
hp 149 (13d10+78)
Fort +14, Ref +18, Will +6
Defensive Abilities telekinetic deflection; DR 10/—; Immune elemental traits, force

OFFENSE

Speed fly 60 ft. (good)
Melee 2 slams +16 (2d8+5)
Ranged telekinetic throw +21 (8d6+7/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks telekinetic maneuver, telekinetic throw (DC 18)

STATISTICS

Str 20, Dex 31, Con 22, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +20; CMD 46
Feats Deadly Aim, Improved Critical (telekinetic throw), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot
Skills Acrobatics +26, Fly +26, Knowledge (planes) +15, Perception +16, Stealth +18
SQ telekinetic invisibility
Languages Aquan, Auran, Ignan, Terran

SPECIAL ABILITIES

Telekinetic Invisibility (Ex)

An aether elemental's body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility, except that it is constant and doesn't end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.

Telekinetic Throw (Ex)

An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target.

The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.

Telekinetic Deflection (Su)

An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.

Telekinetic Maneuver (Su)

An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.