Air Elemental — fantasy monster illustration. Air Elemental is a large elemental (Challenge Rating 5).

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Air Elemental

Large Elemental

AC
15
HP
94
Speed
0
CR
5

Armor Class 15

Hit Points 94

Speed 0 ft., fly 90 ft. (hover)


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

Damage Resistances thunder,Elemental Resilience

Damage Immunities lightning,Elemental Resilience

Senses darkvision 60 ft.

Languages Auran

Challenge 5


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.

Cloud Camouflage. The elemental's Stealth is 20 while in clouds, fog, or windy weather.

Elemental Nature. The elemental doesn't require air, food, drink, or sleep.

Elemental Resilience. The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.

Actions

Multiattack. The elemental makes two Wind Lash or Lightning Bolt attacks.

Wind Lash. _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage.

Lightning Bolt. _Ranged Weapon Attack:_ +8 to hit, range 30/120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 STR save. On a failure, a target takes 18 (3d8+5) 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 DEX save or take the same damage and be knocked prone. If the save is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Reactions

Thunderous Retreat. When a creature the air elemental can see deals damage to it, the elemental can expel a crack of thunder and move up to 15 feet to an unoccupied space it can see. Each creature within 5 feet of the space the elemental left must succeed on a DC 13 CON save or take 7 (2d6) thunder damage.

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Air Elemental — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
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