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Elemental Dragon, Air

This massive creature resembles a huge dragon composed of air and vapor. Its great wings are translucent and look like wisps of smoke. Its eyes are hollow sockets of mist though a glint of bright sunlight can occasionally be seen dancing across the surface. Its great tail appears as wisps of smoke or vapor and seems to trail off into nothingness.

Elemental Air Dragon CR 18

XP 153,600
(N)E Huge outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +29


AC 32, touch 16, flat-footed 24 (+8 Dex, +16 natural, –2 size)
hp 252 (24d10+120)
Fort +13; Ref +22; Will +16
Defensive Abilities air mastery; DR 15/magic and silver; Immune elemental traits


Speed 20 ft., fly 120 ft. (poor)
Melee bite +31 (2d8+12), 2 claws +31 (2d6+8), 2 wings +28 (1d8+8), tail slap +28 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50 ft. cone, DC 29, 10d8 fire), cyclone (30 ft. radius, DC 27, 3d6 bludgeoning)
Spell-like Abilities (CL 12th):

1/daycontrol weather, control winds (DC 16)


Str 26, Dex 27, Con 21, Int 12, Wis 15, Cha 12
Base Atk +24; CMB +34; CMD 52 (56 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Cleave, Flyby Attack, Great Cleave, Hover, Multiattack, Power Attack, Snatch, Vital Strike, Weapon Focus (bite), Weapon Focus (claw)
Skills Fly +27, Intimidate +28, Knowledge (arcana) +28, Knowledge (nature) +28, Knowledge (planes) +28, Perception +29, Survival +29
Languages Auran, Common


Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an elemental air dragon.

Breath Weapon (Su)

An elemental air dragon's breath weapon is a 50 ft. cone of superheated air.

Cyclone (Ex)

By beating its wings rapidly back and forth, a hovering elemental air dragon can create a cyclonelike force of wind in a 30-foot radius around its body. This cyclone has the following effects: movement through the cyclone is one-quarter normal, ranged attacks suffer a –8 circumstance penalty in the area, and all non-magical unprotected flames are automatically extinguished. Large or smaller creatures in the area must succeed on a DC 27 Reflex save or take 3d6 points of bludgeoning damage each round they remain in the area. Medium or smaller creatures in the area must succeed on a second Reflex save (same DC) or be knocked prone and back 1d4 x 10 feet, taking 1d6 points of nonlethal damage per 10 feet. Flying creatures are automatically grounded in this area. The save DC is Constitution-based.

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