Air Elemental Shaman | Level 12 Controller (Leader)
Medium Elemental Humanoid (Air) | 700 XP
Shroud of Recovery: Aura 3; All allies within the aura gain Regenerate 3 as long as they stay within the aura.
Initiative: +9 | Senses: Perception +15 ; Low-light Vision
|STR: 15 +2 (+6)||DEX: 16 +3 (+9)||WIS: 18 +4 (+10)|
|CON: 17 +3 (+9)||INT: 15 +2 (+8)||CHA: 19 +4 (+10)|
|Fortitude: +21||Reflex: +21||Will: +22|
HP: 121 | Bloodied: 60
Speed: 7 squares
Glaive | Melee: Standard; At-will
+18 vs. AC; Reach 2; 1d10+ 6 damage
Wind Wave | Standard; Encounter (Recharge when bloodied) - Thunder
+15 vs. Reflex; Close Burst 4; 2d8+ 6 Thunder damage, and the target is pushed back 4 squares.
Cloudmind | Minor; Encounter (Recharge- 5,6)- Psychic
+17 vs. Will; Range 10; 1d8+4 damage, and the target is dazed until the end of the Shaman's next turn. The target also grants combat advantage during that time period.
Cloud Shield | Minor; Encounter (Recharge when bloodied)
The Shaman and one other ally within 5 squares gains a +3 bonus to all defenses until the end of the Shaman's next turn.
The Shaman grants any ally within 5 squares a +2 bonus to attack rolls against any opponent that grants combat advantage.
Shaman's Wrath | Standard; Encounter - Thunder
+15 vs. Fortitude; Area burst 3; 3d6+ 5 Thunder damage, and the target is immobilized until the end of the Shaman's next turn.
Alignment: Unaligned | Languages: Common, Primordial, Elven
Skills: Acrobatics: +14 ; Arcana +15 ; Endurance +14 ; Insight +15 ; Perception +15 ; Stealth +16
Equipment: Longspear, Soulbark Armor (Hide)
Air Elemental Shamans are the life blood of just about any group of elementals. They oversee and direct the combat as necessary, and are also diligent clan leaders.
Tactics: They have a variety of spiritually powered attacks and effects that provide some form of use to the battle. They use Cloudmind whenever possible to temporarily halt an opponent's movement, and to provide an advantage over them. They use their glaives to fend off opponents, and when they get to close, they use Wind Wave. When allies are close enough, the Shaman's allies temporarily regain strength and stamina. They use Shaman's Wrath when they desperately need the help of the spirits.
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