Air Elemental
Template for the basic elemental summoned by casting Summon Elemental at the minimum energy cost of 4. More energy put into the spell summons a more powerful elemental. Usually, this simply means a larger elemental; 1 point of energy is equal to 1 additional point of ST, 5 HP, or 2 points of DR. However, the GM may choose to build a more exotic elemental, adding unusual traits to the following template, or working one up from scratch.
Small Air Elemental - 40 points
| ST: 6 | HP: 10 | Speed: 4.5 |
|---|---|---|
| DX: 9 | Will: 8 | Move: 4 |
| IQ: 8 | Per: 8 | |
| HT: 7 | FP: 7 | SM: -1 |
| Dodge: 7 | Parry: N/A | DR: 0 |
| Strike (9): 1d-3 crushing. Reach C. | ||
| Flight (Lighter Than Air: wind moves you 1 yard/second, in the direction it is blowing). |
Advantages:
Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse).
Disadvantages:
No Fine Manipulators, No Legs (Aerial), Vulnerability (Vacuum and wind-based attacks x2).