Air Elemental
Lesser Air Elemental CR: 2 (450 XP)
STR
11 +0
DEX
17 +3
CON
12 +1
INT
5 -3
WIS
10 +0
CHA
4 -3
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)
STR
14 +2
DEX
20 +5
CON
14 +2
INT
6 -2
WIS
10 +0
CHA
6 -2
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)
STR
18 +4
DEX
14 +2
CON
14 +2
INT
9 -1
WIS
10 +0
CHA
10 +0
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)
STR
16 +3
DEX
23 +6
CON
15 +2
INT
6 -2
WIS
11 +0
CHA
7 -2
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.
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