Air Elemental
Damage Resistances
lightning,
thunder ;
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion,
grappled,
paralyzed,
petrified,
poisoned,
prone,
restrained,
unconscious
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.
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 (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.
Suggested Terrain
desert,
mountains,
planar creature
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