Chan

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Large Elemental (Air, Good)
Hit Dice: 90 hp
Initiative: +6 (+6 Dex)
Speed: Fly 120 ft (perfect)
Armor Class: 19 (-1 Size, +6 Dex, +4 Natural Armor)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 Wind Slash +10
Space/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Spell-like abilities, Summon Servants
Special Qualities: Immunities (elemental), Darkvision 60 ft., Damage Reduction 20/+2, SR 28
Saves: Fort +11, Ref +13, Will +6
Abilities: Str 16, Dex 22, Con 23, Int 26, Wis 17, Cha 11
Skills: Concentration +16, Hide +16, Listen +13, Move Silently +18, Search +20, Spot +15
Feats: Cleave, Dodge, Expertise, Great Cleave, Great Fortitude, Improved Unarmed Strike, Power Attack, Quicken Spell, Flyby Attack
 
Environment: Plane of Air
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Neutral Good
Advancement: Unique
Level Adjustment: 0
Chan is an invisible entity of softly churning air. She's the master of calm breezes and gentle sounds, though she can rage like a harsh wind or even a violent tornado. Chan spends some of her time in the Palace of Unseen Contemplation, her floating stronghold made of glass. CombatArchomentals are ferocious and will attack any creature for the fun of it as well as defend their realms. They enjoy terrifying their victims before slaying them. Chan can strike twice in a given round when enraged.Grant Spells (Sp): Archomentals can grant spells to priests who serve and worship them – 1st through 3rd–level spells through faith alone, and 4th-level spells if they appear in person.Spell-like abilities:Chan is able to cast the following spells (once per round, at will) as though she were a 20th-level sorcerer: detect invisibility, dispel magic, infravision (duration of one day), know alignment, suggestion (duration of 12 hours), and teleport without error. Three times per day, she can cast the following: comprehend languages, wind wall (triple strength), gust of wind (triple strength), stinking cloud, solid fog, cloudkill, and read magic. Once per day, she can control weather; the effect of which, appears instantly and covers an area of 30 square miles, and Telekinesis (600 pounds).Summon Servants (Sp): Archomentals can summon creatures of their respective elements much the same as if casting a summon monster spell. Once per day, she can summon 1d3 air elementals, 1d3 djinn, 1d4 aerial servants, or 1d8 air mephits.Immunities (Elemental)(Ex): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.Habitat/SocietyAll Archomentals have the ability to understand and converse with any intelligent creature.Archomentals are those elemental beings that rise above their fellows, subjugating the rest under their own rule. Fact is, some folks refer to them as the Princes of Elemental Evil (or Good) or similar derivations of that name.

The archomentals don’t rule their respective planes or all the elementals found there. Instead, they control realms within their home planes, mastering as many of the less powerful elementals as they can.

The origins of most of the Princes of Elemental Good aren’t known for certain. In all likelihood, they were normal elementals that somehow grew in power and stature.0EcologyFor more information, see the Planescape Monstrous Compendium Appendix III (pg. 16-17).

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