Air Elemental

D&D 5e · large elemental, neutral

Challenge 5 (1800 XP)

STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)

Defense

Armor Class 15 (natural armor)
Hit Points 90 (12d10+24)
Speed fly 90 ft.

Proficiencies & Senses

Languages Auran
Darkvision 60 ft.
Passive Perception 10

Traits

Damage Resistances Lightning, Thunder, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Traits

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

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. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Reference Text

A large, swirling vortex of air with a vaguely humanoid shape, translucent and composed of wind and dust, hovering in an open sky.