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Air Elemental Archer | Level 9 Artillery

Medium Elemental Humanoid (Air) | 400 XP

Initiative: +7 | Senses: Perception +12 ; Low-light Vision


STR: 15 +2 (+6) DEX: 17 +3 (+7) WIS: 16 +3 (+7)
CON: 15 +2 (+6) INT: 14 +2 (+6) CHA: 17 +3 (+7)
Fortitude: +18 Reflex: +19 Will: +19

HP: 75 | Bloodied: 37

AC: 21

Speed: 6 squares

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Longbow | Ranged: Standard; At-will

+16 vs. AC; Range 30; 1d10+ 4 damage

Shortsword | Melee: Standard; At-will

+16 vs. AC; 1d6+ 5 damage

Wind Barage | Standard; Encounter

The Archer makes two Longbow attacks against two separate targets within range.

Wind Wave | Standard; Encounter (Recharge when bloodied) - Thunder

+11 vs. Reflex; Close Burst 4; 2d6+ 4 Thunder damage, and the target is pushed back 3 squares.

Cloud Shield | Minor; Encounter

The Archer gains a +2 bonus to all defenses until the end of its next turn.

Skirmish | Minor; Encounter

The Archer's movement becomes 8 this round, and retains concealment behind tall grass or heavy brush.

Combat Advantage

The Archer gains a +2 bonus to ranged attack rolls against any opponent it has combat advantage over.

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Alignment: Unaligned | Languages: Common, Primordial

Skills: Acrobatics: +12 ; Arcana +13 ; Endurance +11 ; Insight +12 ; Perception +12 ; Stealth +14

Equipment: Heartwood Longbow w/ 20 Arrows, Shortsword, Barksoul Armor (Hide)

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Air Elemental Archers are calm and collective warriors, able to pick off targets with swift silence. They are quick, resourceful, and they know how to fight.

Tactics: Archers rely on their bows as their main line of offense, but will resort to their blades if they run out of arrows or if enemies get too close. They use Wind Blast to get them out of tight situations, and they use Skirmish to maneuver the battlefield quickly and without detection.


Quick navigation: Acolyte, Warrior, Shaman, Greater Air Elemental

Back to Air Elementals

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