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Greater Air Elementals are a variant of elementals in Baldur's Gate (game).

Locations[]

  • Watcher's Keep, Elemental Level Lesser and Greater air elementals will spawn when the fan is started in the Air laboratory. A Greater Elemental can be summoned using the Conjure Air Elemental Spell, although there is only a percentage change of this occurring, as determined by a random dice roll.

Gameplay[]

  • Their melee attacks are classified as +4 enchanted items for the purpose of what they can strike. They inflict 1d20 Crushing damage, modified by their Strength score. A Greater Air Elemental typically gets one attack per round.
  • The Watcher's Keep Air Laboratory Elementals have specific immunities to various status effects, as shown in the Info box (above). "Normal" Greater Air Elementals are not as protected. Otherwise, there are no differences between them.
  • Most Air Elementals in the unmodified game have an innate ability to conduct an "AIR_ELEMENTAL_EFFECT" as it is referred to in the creature script, which is actually an innate ability titled Air Elemental Whirlwind. Depending on how the elemental's script is coded, this ability can be used during melee combat where an enemy is seen, or if the elemental has taken damage and there is a seen enemy. It appears that it can be performed once per encounter (because a special GLOBAL value is needed, and once the ability is used, the value is changed). Other scripts differ, and the effect may be used on a timed interval.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Sword Coast Stratagems makes minor revisions to all air elementals in the game. It provides them with immunity to Paralyze, Entangle and Web effects. It does not do this to the Spell Revisions versions, as that mod already did this as well. Basically, a floating air creature will not be webbed or entangled. However, it will also be immune to Hold Monster spells.

The Spell Revisions mod Conjure Air Elemental spell will bring forth a Greater Air Elemental if the caster is level 15 or greater. The SR version is different than the unmodified game versions and would generally be deemed to be superior in melee combat due to its Attacks per round. Details below:

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, 1d8+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%

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