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Air Elemental

Large · Elemental · CR 5 · Chaotic Evil

Armor Class
14
Hit Points and Hit Dice
90 (12d10+24)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
18
+4
CON
14
+2
INT
6
-2
WIS
10
+0
CHA
6
-2

Overview

Category Monsters
Size Large
Type Elemental
Alignment Chaotic Evil
XP 1800
Initiative Bonus +4

Movement

Fly 90 ft (27.4 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Languages

Auran

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
lightning, thunder; damage from nonmagical weapons
Condition Immunities
fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious

Traits

Air Form

The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing.

Elemental Nature

An elemental doesnt require air, sustenance, or sleep.

Actions

Multiattack

The elemental makes two slam attacks.

Slam

+7 to hit, reach 5 ft (1.5 m). Hit: 3d6+4 bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Whirlwind

Recharge 5–6

The elemental takes the form of a whirlwind flies up to half of its fly speed without provoking opportunity attacks and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement that creature makes a DC 15 Strength saving throw. On a failure the creature is carried inside the elementals space until the whirlwind ends taking 3 (1d6) bludgeoning damage for each 10 feet it is carried and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures.

About Air Elemental

Air Elemental is a large elemental with a Challenge Rating of 5. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 90 hit points (derived from 12d10+24).

Air Elemental has communication capabilities including Auran. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Air Elemental

1 tips available

When using Air Elemental in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Air Elemental

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Air Elemental?
Air Elemental has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Air Elemental?
Air Elemental is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Air Elemental speak?
Air Elemental can communicate in Auran.

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