# Air Elemental, Monolith
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 2d6 (×2)
> >Melee/Ranged: +43/+43
> >Secondary: +38/+38
> >Multiattack: +41/+41
> >M/R_PA: +33/+33
> >2nd/PA: +28/+28
> >MA_PA: +31/+31
> >Itterative: 4
> > xDmg:: Str: +11; Str2: +16; StrOH: +5; StrPA: +31; StrPA2H: +46; StrPAOH: +15
> > xDCs:: Str: 39; Dex: 39; Con: 34; Int: 29; Wis: 30; Cha: 31
> > xFeat:: 14/18 (4)
> > xClasSkil:: Acrobatics, Diplomacy, Fly, Intimidate, Knowledge (planes), Perception, Sense Motive
> > SaveDiff:: +/- 8
> > xLang:: 0/1 (1)
*This towering creature seems to be a shapeless cloud ringed by powerful currents of air. Distortions in the vapor and wind seem to suggest two eyes and a ragged mouth. *
<div class="grid-container"><div class="MON">Monolith Air Elemental</div>
<div class="CR">CR 17 (102,400 XP)</div>
<div class="SOU">Complete Arcane pg. 156</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Gargantuan Outsider (air, elemental)
**Init** +15
**Senses** darkvision 60 ft.; **Perception** +45
#### defense
**AC** 31, 17 touch, 20 flat-footed (+11 Dex, +14 natural, -4 size)
**hp** 396 (36d10+216)
**Fort** +18, **Refl** +31, **Will** +24
**Feint** 55, **Demoralize** 48
#### offense
**Speed** fly 100 ft. (perfect)
**Melee** 2 slams +49 (2d6+16/19-20)
**Space** 20 ft., **Reach** 20 ft.
**Special Attacks** greater air mastery, whirlwind
#### statistics
**Str** 32, **Dex** 33, **Con** 22, **Int** 12, **Wis** 15, **Cha** 17
**BAB** +36, **CMB** +41, **CMD** 62, **TA** +43, **RTA** +43
**Feats** [[Alertness]], [[Blind-fight]], [[Cleave]], [[Combat Reflexes]], [[Dodge]], [[Flyby Attack]], [[Great Cleave]], [[Improved Critical]] (slam), [[Improved Initiative]], [[Improved Natural Attack]], [[Iron Will]], [[Mobility]], [[Power Attack]], [[Spring Attack]]
**Languages**
#### special abilities
### Greater Air Mastery (Ex)
Airborne creatures take a -2 penalty on attack rolls and damage rolls against an air monolith.
### Whirlwind (Su)
An air monolith can transform itself into a whirlwind at will as a standard action and remain in that form indefinitely. In this form, the monolith can move through the air or along a surface at its fly speed. The whirlwind is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet. The air monolith's movement while in whirlwind form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the monolith moves into or through the creature's space. Huge or smaller creatures take damage when caught in a whirlwind and may be lifted into the air. An affected creature must succeed on a DC 39 Reflex save when it comes into contact with the whirlwind or take 4d6 points of damage. It must also succeed on a second DC 39 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based. A creature trapped in a whirlwind cannot move except to go where the air monolith carries it or to escape the whirlwind. It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. A monolith can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind's volume. An air monolith can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the air monolith and has a diameter equal to half the monolith's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An air monolith in whirlwind form cannot make slam attacks and does not threaten the area around it. Air monoliths fight much like other air elementals, but are far stronger.
#### ecology
**Terrain** Elemental Plane of Air
**Organization** Solitary
**Treasure** None
**Advancement** 37–54 HD (Gargantuan)
Lords of the Elemental Plane of Air, air monoliths seldom leave their home plane unless summoned. They speak Auran, and though they are much less taciturn than other elementals, they still choose their words with care. The voice of an air monolith sounds like the roaring of a tremendous windstorm.