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.
- 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.