Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Air Elemental

Air Elemental

Large, elemental, neutral
Armor Class
15 (dex)
Hit Points
90
(12d10+24)
Speed:
Fly 90 ft., (hover)


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


Saving Throws:
Skills:
Damage Vulnerabilities:
Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses:
darkvision 60 ft.
Passive Perception:
10
Languages: Auran
CR:
5
(1800 XP)
Proficiency Bonus: 3

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.



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