Air Elemental Species in D&D 5e Campaign Backdrop | World Anvil

Air Elemental

Monster Manual - 5e, D&D Basic Rules

Description

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.[1][2]

An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.[1][2]

Basic Information

Anatomy

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.[1][2]

An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.[1][2]

Biological Traits

An air elemental can move through a space as narrow as 1 inch wide without squeezing.[1][2]

An air elemental can hover in one location when flying.[1][2]

Additional Information

Perception and Sensory Capabilities

Air elementals have darkvision to a range of 60 ft.[1][2]

Civilization and Culture

Major Language Groups and Dialects

Air elementals speak Auran.[1][2]

References

  1. ^Monster Manual (5e) (2014), p.124.
  2. ^D&D Basic Rules (November, 2018), p.116.

Contents



Parent Article:

  • Elementals

Stat Block

See below[1][2]

Air Elemental

Large elemental, neutral
Hit Points 90 ( 12d10 + 24 )
Speed 0 ft., fly 90 ft. (hover)

14 +2

20 +5

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

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

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
Sources Monster Manual - 5e, D&D Basic Rules

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