Conjure Air Elemental

Conjure Air Elemental
Level: 6
School: Conjuration
Range: Medium
Duration: 1 turn + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. Normally, an elemental with 12 hit dice will be conjured. At fifteenth level and above, however, the caster will be able to summon an elemental with 16 hit dice. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done so telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. It is particularly difficult to maintain a gate to the Inner Planes - there is a 15% chance that the portal opened by the caster will collapse before the elemental enters the Prime Material Plane.

Air Elemental (12 Hit Dice):
STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral
HP 116, AC 0, THAC0 5, Saving Throws 7/9/8/8/10
3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3)

Greater Air Elemental (16 Hit Dice):
STR 18, DEX 21, CON 18, INT 6, WIS 11, CHA 11; AL Neutral
HP 138, AC -1, THAC0 1, Saving Throws 4/6/5/4/7
3 Attacks Per Round, 1d10+5 Piercing Damage (Fist +3)

Special Qualities (12 & 16 Hit Dice):
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60%