Bestiary · Elemental

PR 5

Air Elemental

Air elementals move fast and change direction without slowing. They are fought indoors where possible, since in the open they leave and return at will.

Air Elemental, drawn at Large scale
Physiology
Elemental
Size
Large
Speed
0 ft., fly 90 ft. (hover)
Armor class
15
Hit points
95 (10d10 + 40)
Proficiency
+3
  • STR 14 +2 save +2
  • DEX 20 +5 save +8
  • CON 18 +4 save +4
  • INT 6 -2 save -2
  • WIS 10 +0 save +0
  • CHA 6 -2 save -2
Passive Perception
10
Senses
blindsight 60 ft.
Languages
Primordial
Damage resistances
lightning, thunder, bludgeoning, piercing, slashing
Damage immunities
poison
Condition immunities
grappled , prone , restrained , exhausted , poisoned , unconscious
Found in
Upper Atmosphere , Storm Front

Traits

  • Air Form

    Moves through any opening at least one inch wide without squeezing.

  • Whirlwind Body

    Can enter another creature's space.

Actions

  • Buffet

    +8 to hit · reach 10 ft.

    2d8 + 5 bludgeoning damage

    Two attacks. A creature hit by both is pushed 15 feet in a direction the elemental chooses.

  • Cyclone

    DC 16 Strength save

    Each creature within 15 feet is thrown 20 feet and knocked Prone on a failed save, taking 5d8 bludgeoning damage, or takes half damage and is not moved on a success. Loose objects in the area are thrown with them.

  • Scatter Reaction

    When the air elemental is hit by an attack, it takes half damage and moves up to 30 feet without provoking opportunity attacks, passing through any opening at least 1 inch wide.