# Weird, Air
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d6 (×2)
> >Melee/Ranged: +19/+16
> >Secondary: +14/+11
> >Multiattack: +17/+14
> >M/R_PA: +19/+16
> >2nd/PA: +14/+11
> >MA_PA: +17/+14
> >Itterative: 3
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 22; Dex: 19; Con: 20; Int: 22; Wis: 23; Cha: 23
> > xFeat:: 7/8 (1)
> > xClasSkil:: Acrobatics, Diplomacy, Fly, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Perception, Sense Motive, Spellcraft, Stealth
> > SaveDiff:: +/- 4
> > xLang:: 0/5 (5)
<div class="grid-container"><div class="MON">Air Weird</div>
<div class="CR">CR 12 (19,200 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Outsider (air, elemental)
**Init** +6
**Senses** darkvision 60 ft., breathsense 60 ft.; **Perception** +28
#### defense
**AC** 15, 11 touch, 13 flat-footed (+2 Dex, +4 natural, -1 size)
**hp** 120 (15d10+45); regeneration 10
**Fort** +10, **Refl** +13, **Will** +15
**Feint** 38, **Demoralize** 31
**SR** 23
#### offense
**Speed** 30 ft., fly 60 ft. (perfect)
**Melee** 2 slams +19 (2d6+7)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** air superiority, breathsense, elemental command, elemental pool, prescience
Sorcerer Spells Known (CL 18th, Concentration +24)
> 0 (at-will)— 0
> 1st (8/Day)— 1
> 2nd (8/Day)— 2
> 3rd (7/Day)— 3
> 4th (7/Day)— 4
> 5th (7/Day)— 5
> 6th (7/Day)— 6
> 7th (6/Day)— 7
> 8th (5/Day)— 8
> 9th (3/Day)— 9
#### statistics
**Str** 21, **Dex** 14, **Con** 17, **Int** 20, **Wis** 23, **Cha** 22
**BAB** +15, **CMB** +21, **CMD** 33, **TA** +19, **RTA** +16
**Feats** [[Alertness]], [[Dodge]], [[Empower Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]], [[Maximize Spell]]
**Skills** Acrobatics +17, Diplomacy +21, Fly +26, Intimidate +21, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +28, Spellcraft +20, Stealth +18
**Languages**
#### special abilities
### Air Superiority (Ex)
An air weird gains a +1 bonus on attack and damage rolls if its foe is airborne.
### Breathsense (Ex)
An air weird notices and locates living creatures within 60 feet, as if it had blindsight. Creatures who hold their breath can attempt a stealth check against a creature with this ability, but an air weird gains a +8 bonus to perception to locate creatures who need to breathe.
### Elemental Command (Su)
A weird can attempt to gain control over any elemental within 100 feet regardless of the latter's elemental type. The elemental must make a successful Will save (DC 23) or succumb to the weird's control. An elemental that saves against this attack it immune to that weird's elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control. Once under the weird's control, an elemental serves the weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands.
### Elemental Pool (Su)
Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled with the purest form of its element. The pool is always secured to a flat surface such that its depth forms a hollow within that surface. The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element. The base of the pool contains a portal to the weird's native plane. Three times per day, the weird can summon forth 2d4 huge elementals, 1d2 greater elementals, or 1 elder elemental through this portal. Any non-elemental creature entering a pool without the weird's permission must succeed at a Fortitude save (DC 20) each round or be irrevocably transformed into the elemental material of the pool. Creatures granted access to the pool by the weird are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that environment. A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects. Air Pool: An air weird's pool is filled with billowing, gusting vapors of breathable air and mist. Creatures without the ability to fly cannot move through it except by falling. An air weird's pool may be affixed to any vertical or horizon face, and it may be right side up or down (if affixed to a ceiling, for example).
### Prescience (Su)
At will and as a free action, a weird can duplicate the effect of any of the following divination spells: Analyze dweomer clairaudience/clairvoyance, contact other plane, detect thoughts, discern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18th; save DC 16 + spell level.