Air Outsider Type
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Overview
An outsider is at least partially composed of air or wind. Air creatures always have fly speeds and usually have perfect maneuverability.
Features
A air outsider has the following features:
- 8-sided Hit Dice
- Base attack bonus equal to total Hit Dice
- Good Fortitude, Reflex, and Will saves
- Skill points equal to (8 + Intelligence modifier, minimum 1) per Hit Die
- Multiply by 4 for first hit die
Traits
A air outsider possesses the following traits:
- Darkvision out to 60 feet
- When an outsider is slain, they are mostly returned to their plane
- Proficient with all simple and martial weapons
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types
- Air Outsiders not indicated as wearing armor are not proficient with armor
- Air Outsiders are proficient with shields if they are proficient with any form of armor.
- Air Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish)
Creatures[edit]
- Air Mephit
- Air Mephit Gladiator
- Air Mephit Prince
- Air Mephit Warrior
- Akvan
- Alazorun the Djinn
- Barovian Air Mephit
- Barovian Dust Mephit
- Barovian Ice Mephit
- Bound Guardian Djinni
- Bound Ice Guardian
- Brynleifur
- Djinn
- Dust Mephit Warrior
- Element of Risia
- Feywild Ice Mephit
- Fridge Mephit
- Frost Mephit
- Greater Air Mephit
- Greater Dust Mephit
- Greater Ice Mephit
- Ice Mephit
- Ice Mephit Warrior
- Island Djinni
- Maelstrom Mephit
- Mehrdad
- Mephit of Lamannia
- Mephit of Risia
- Nishan
- Nodeborn Air Mephit
- Nodeborn Ice Mephit
- Nodebound Djinni
- Olotel
- Pure Air Mephit
- Pure Dust Mephit
- Shocking Idea
- Sleet
- Soulbound Mephit
- Sous-Chef
- Spirit of Risia
- Spirit of Syrania
- Summoned Air Mephit
- Summoned Djinni
- Tehram
- Thought
- Tower Ice Mephit
- Whirlwind (Mephit)
- Wisam
- Young Ice Mephit
- Zeer