# Weird, Air, Lesser
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 1d4 (×2)
> >blastMelee/Ranged: +9/+12
> >Secondary: +4/+7
> >Multiattack: +7/+10
> >M/R_PA: +9/+12
> >2nd/PA: +4/+7
> >MA_PA: +7/+10
> >Itterative: 2
> > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0
> > xDCs:: Str: 15; Dex: 18; Con: 14; Int: 15; Wis: 16; Cha: 14
> > xFeat:: 3/4 (1)
> > xClasSkil:: Acrobatics, Diplomacy, Escape Artist, Fly, Intimidate, Perception, Stealth
> > SaveDiff:: +/- 4
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Lesser Air Weird</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Dragon #347</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Outsider (air, elemental)
**Init** +8
**Senses** darkvision 60 ft.; **Perception** +13
#### defense
**AC** 18, 14 touch, 14 flat-footed (+4 Dex, +4 natural)
**hp** 40 (8d10)
**Fort** +2, **Refl** +10, **Will** +8
**Feint** 20, **Demoralize** 20
#### offense
**Speed** fly 90 ft. (perfect)
**Melee** slam +9 (1d4+1 plus 1d6 electricity and grab)
**Ranged** elemental blast +12 touch (2d6 electricity)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** elemental blast, elemental command, elemental invisibility, suffocate
#### statistics
**Str** 12, **Dex** 19, **Con** 11, **Int** 12, **Wis** 15, **Cha** 11
**BAB** +8, **CMB** +9, **CMD** 23, **TA** +9, **RTA** +12
**Feats** [[Dodge]], [[Improved Initiative]], [[Mobility]]
**Languages**
#### special abilities
### Elemental Blast (Ex)
Once per round, a lesser elemental weird can release a blast of elemental energy that deals 1d6 points of damage per 4 Hit Dice. The energy type of this damage differs for each type of weird: air weirds fire a ball of electricity, earth weirds expel a glob of acid, fire weirds shoot a burst of fire, and water weirds discharge a blast of incredibly cold water. The range increment for this blast is 30 feet. The type of damage dealt is the same type dealt by the weird's slam attack.
### Elemental Command (Su)
A lesser elemental weird can attempt to gain control over any elemental of the same subtype as it that it successfully hits with a melee attack. The elemental must make a successful DC 14 Will save or succumb to the weird's control. An elemental that saves against this attack is 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. The save DC is Charisma-based. Once under the weird's control, an elemental serves the weird for 1 day, until either it or the weird dies, until the weird dismisses it, or until the duration of 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 communicate to maintain control over any elemental it commands.
### Elemental Invisibility (Ex)
As a full-round action, a lesser elemental weird fully submerged or surrounded by the same element as its subtype can turn invisible. True seeing and similar spells reveal these creatures as normal.
### Suffocate (Su)
While being grappled by a lesser elemental weird a creature is deprived of air. Normally, a creature can hold its breath a number of rounds equal to twice its Constitution score before it begins to suffocate. While being grappled by a weird, a creature can only hold its breath if it makes a DC 8 Constitution check every round. Each round, the DC increases by +1. When the character finally fails its Constitution check, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if still being grappled by the weird, it suffocates.