Air Elemental

D&D 5.5e · 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 10 ft., fly 90 ft.

Proficiencies & Senses

Languages Auran
Darkvision 60 ft.
Passive Perception 10

Traits

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

Traits

Air Form

The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack

The elemental makes two Thunderous Slam attacks.

Thunderous Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) thunder damage.

Whirlwind

Each Medium or smaller creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, the target takes 22 (4d10 + 2) thunder damage and is pushed up to 20 feet straight away from the elemental and has the prone condition. On a success, the target takes half damage only.

Reference Text

An air elemental is a whirlwind of living air, often summoned from the Elemental Plane of Air. It can slip through narrow spaces and batter foes with thunderous force.