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.
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 (Recharge 4-6): 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.
The Air Elemental is a relatively powerful creature with a Challenge Rating of 5. It has a neutral alignment and is immune to various conditions including exhaustion, paralysis, and poison. Its Dexterity is not listed, but it has a high Constitution stat.
As an opinion, the Air Elemental can be a challenging and interesting encounter for players in a Dungeons and Dragons game. Its ability to move with great speed and control the air around it can make it difficult to hit and maneuver around. However, its low Charisma score may make it less interesting in terms of role-playing potential. Overall, the Air Elemental is a strong option for DMs looking to add variety to their encounters.
Air Elemental is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Air Elemental Pathfinder edition. Want to use Air Elemental in a VTT (virtual tabletop)? Try out SendingStone for free today!
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