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Air Elemental

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 battles creatures even as it flings them away.

Basic Information

Anatomy

A Funneling Cloud of Whirling Air with a vague semblance of a face

Dietary Needs and Habits

Elemental Nature

  An Elemental doesn't require Air,Food,Drink or Sleep

Additional Information

Perception and Sensory Capabilities

Darkvision 60ft & Passive Perception 10

Civilization and Culture

Major Language Groups and Dialects

  • Auran  (Elemental Air)
An Air Elemental by dndbeyond
Genetic Ancestor(s)
Genetic Descendants
Origin/Ancestry
Elemental


Cover image: An Air Elemental by dndbeyond

AIR ELEMENTAL CR: 5 (1,800XP)

Large elemental, neutral
Armor Class: 15
Hit Points: 90 (12D10+24)
Speed: 0 ft , fly: 90 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,Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained & Unconscious
Senses: Darkvision 60ft & Passive Perception 10
Languages: Auran (Elemental Air)
Challenge Rating: 5 (1,800XP)

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 5FT, 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 , 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.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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