Air Elemental

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical 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.

Large elemental, neutral

(Insert origins or flavor text here)

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  • Armor Class: 15

  • Hit Points: 90 (12d10 + 24)

  • Speed/Fly/Hover: 0 ft., fly 90 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

Score

14

20

14

6

10

6

Modifier

+2

+5

+2

-2

0

-2

  • Proficiency Bonus: (If Any)

  • Skills: (Skills and Bonuses if any, Deception +3...)

  • Saving Throws: (Saves and Bonuses if any, Dexterity +2...)

  • Senses: darkvision 60 ft., passive Perception 10

  • Languages: Auren

  • Challenge Rating 5 (1,800 XP)

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Dmg. Vulnerability

Dmg. Resistance

Lightning, thunder

Bludgeoning, piercing, and slashing from nonmagical attacks

Dmg. Immunity

Poison

Condition Immunity

Exhaustion

Grappled

Paralyzed

Petrified

Poisoned

Prone

Restrained

Unconscious

Traits

Trait Name

Description

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.

Bonus Actions

Action

Effect

Actions

Action

Effect

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 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

Action

Effect

Lair Actions

Action

Effect

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