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Air Elemental

Large elemental, neutral


  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 5 (1,800 XP)


Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) blud­geoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
    If the save is successful, the target takes half the damage and isn't flung away or knocked prone.