Air Elemental
Basic
Size: Large
Type: elemental
Alignment: neutral
Health
Hit Points: 90
Hit Dice: 12d10
HP Roll: 12d10+24
Armor
Type: dex
Value: 15
Movement
Walk: None
Fly: 90 ft.
Swim: None
Ability Scores
Strength: 14
Dexterity: 20
Constitution: 14
Intelligence: 6
Wisdom: 10
Charisma: 6
Proficiencies
None
Senses
- darkvision: 60 ft.
- passive_perception: 10
Damage Vulnerabilities
None
Damage Resistances
- lightning
- thunder
- bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
- poison
Condition Immunities
- Exhaustion
- Grappled
- Paralyzed
- Petrified
- Poisoned
- Prone
- Restrained
- Unconscious
Special Abilities
- 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: 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 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 saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Legendary Actions
NoneOther Information
Languages: Auran
Challenge Rating: 5
Proficiency Bonus: 3
XP: 1800