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Despairing PallCreature 1


SmallAirElemental
Source Pathfinder Rage of Elements
Perception +5 (darkvision)
Languages Sussuran
Skills Acrobatics +8, Intimidation +6, Stealth +8
Str +0, Dex +4, Con +1, Int +0, Wis +0, Cha +2

AC 17; Fort +4; Reflex +10; Will +7;
HP 15
Speed 0 feet (fly 50 feet)
Immunities bleed, electricity, paralyzed, poison, sleep

Lightning Bolt One Action +7 (+2, -3) to hit (electricity) 1d6 Electricity

Duskflow Reaction (darkness)

Trigger The despairing pall is damaged by a melee Strike


Effect Darkness billows out from the despairing pall, covering its attacker in inky shadow. The despairing pall immediately Steps up to 15 feet in any direction. If the despairing pall took the triggering damage due to a reaction it provoked by moving, it can then finish the movement. For one round, the triggering attacker is cloaked in darkness and perceives light as one step lower (bright light becomes dim light, for example), affecting its ability to sense creatures and objects accordingly.

Downcast Two Actions (air, emotion, mental)

The despairing pall Flies up to its Speed, then rains gloom and despair in a 15-foot line straight down. Creatures in the area must succeed at a DC 16 will save or take a –1 status penalty to attack rolls until the end of the despairing pall's next turn.

Effect: Downcast


Despairing palls are small, dark clouds that float aimlessly through the Plane of Air, casting literal and emotional shadows wherever they go. Pranksters and mischievous elementalists often summon them to rain on a rival's parade.


Many elementals that roam the Plane of Air embody the mercurial formlessness and chaos of tumultuous storms.

Tempestuous Spirits

Air elementals are often flighty contrarians, often more concerned with bringing about change than with the specific changes they enact. Art and writing created by such elementals is exceptionally rare, as they usually destroy their projects once the challenge and excitement of completing them fades.

Invisible Courtiers

Formless and invisible elementals are the favored children of Hshurha, the air elementals' mother goddess. They receive favorable treatment in her realm, Verglas Precessional, where they serve as trusted advisors, emissaries to other planes, and members of her personal retinue, in addition to performing clandestine tasks the goddess wishes to keep hidden.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.