Air Elemental
Immortal Freedom RPG > Non-player Entities (NPCs) > Elementals
Air elementals are manifestations of wind, vapour, or smoke, loosely coalesced into humanoid form. Air elementals are flighty, ethereal beings, untethered from the earth and reality. However, when angered, they are as formidable as any other elemental force.
| Attribute | Details |
|---|---|
| Type | Creature |
| Magic/Tech Number | 2 |
| Maximum Major Injuries | 2 |
| Maximum Minor Injuries | 5 |
| Targets | Closest target |
| Goals | Kill everything and everyone nearby |
Immunities
- Cannot be confused.
- Cannot be dazed.
- Cannot be horrified.
- Cannot be infected.
- Cannot be intoxicated.
- Cannot be knocked down.
- Cannot be pinned.
- Cannot be inflicted with the Periodic Damage status.
- Cannot be put to sleep.
- Cannot be stunned.
- Immune to aura magic.
- Immune to blood magic.
- Immune to primal magic.
- Immune to spirit magic.
- Immune to mental attacks.
- Immune to physical attacks.
- Immune to electrical damage.
- Unaffected by difficult terrain.
Actions
Reaction
Level 1 Abilities
Level 2 Ability
Level 3 Abilities
Level 4 Ability
Level 5 Abilities
- Arc Discharge ✚ (replaces Arc Discharge)
- Vortex
Level 6 Abilities
Tactics
Elementals have a base AP pool of 3 AP.
- (Level 3+) Begins the encounter with the Flying status.
- If inhibited, moves, or flies (level 3+) to get away from the originator.
- Arc discharges to get within range of a target, if:
- (Level 3+) Takes flight, it doesn’t have the Flying status.
- (Level 6) Summons a thunderstorm, if it hasn’t used the ability this session.
- Roll a die based on the elemental’s level:
- At level 1, roll 1d4:
- At level 2, roll 1d6:
- At levels 3-4, roll 1d6:
- At levels 5-6, roll 1d8:
- Uses the Magical Shield ability (level 3+), if: