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Air Elemental

An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.   An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.   Air elemental myrmidons are air elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.    

Lesser Air Elemental CR: 2 (450 XP)

Medium elemental, neutral
Armor Class: 13
Hit Points: 38 (7d8 + 7)
Speed: , can hover

STR

11 +0

DEX

17 +3

CON

12 +1

INT

5 -3

WIS

10 +0

CHA

4 -3

Damage Resistances: Lightning, Thunder, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Auran
Challenge Rating: 2 (450 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: +5 to hit, reach 5 feet, one target. Hit: 1d8 + 3 bludgeoning damage.

   

Air Elemental CR: 5 (1,800 XP)

Large elemental, neutral
Armor Class: 15
Hit Points: 90 (12d10 + 24)
Speed: 0 ft , can hover

STR

14 +2

DEX

20 +5

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Damage Resistances: Lightning, Thunder, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Auran
Challenge Rating: 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 feet, one target. Hit: 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 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 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.

   

Air Elemental Myrmidon CR: 7 (2,900 XP)

Medium elemental, neutral
Armor Class: 18 (plate armor)
Hit Points: 117 (18d8 + 36)
Speed: 30 ft , can hover

STR

18 +4

DEX

14 +2

CON

14 +2

INT

9 -1

WIS

10 +0

CHA

10 +0

Damage Resistances: Lightning, Thunder, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Paralyzed, Petrified, Poisoned, Prone
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Auran, one language of its creator’s choice
Challenge Rating: 7 (2,900 XP)

Magic Weapons. The myrmidon’s weapon attacks are magical.

Actions

Multiattack. The myrmidon makes three flail attacks.   Flail. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 1d8 + 4 bludgeoning damage.   Lightning Strike (Recharge 6). The myrmidon makes one flail attack. On a hit, the target takes an extra 4d8 lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.

   

Greater Air Elemental CR: 9 (5,000 XP)

Huge elemental, neutral
Armor Class: 16
Hit Points: 119 (14d12 + 28)
Speed: , can hover

STR

16 +3

DEX

23 +6

CON

15 +2

INT

6 -2

WIS

11 +0

CHA

7 -2

Damage Resistances: Lightning, Thunder, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Auran
Challenge Rating: 9 (5,000 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 three slam attacks.   Slam. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 3d8 + 6 bludgeoning damage.   Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 18 Strength saving throw. On a failure, a target takes 4d8 + 3 bludgeoning damage and is flung up to 30 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 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 18 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.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
30 feet
Average Weight
6 pounds

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