AIR ELEMENTAL – 5e stats – The Whirling Wonder of the Wind

Large elemental (true elemental), neutral

Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
13 (+1)12 (+1)14 (+2)6 (-2)10 (+0)6 (-2)

Saving Throws (suggested) Dex +3
Damage Resistances lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)

Air Favored Terrain (suggested). When the air elemental is flying and at least 15 feet above the ground, it has advantage on attack rolls and deals an extra 2 damage on a hit. When the air elemental is flying and at least 15 feet above the ground, its opponents have disadvantage on attack rolls against it.

Air Form. The air 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 air elemental makes two slam attacks.
  • SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  • Slam (suggested)Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
  • Whirlwind (Recharge 4-6). Each creature in the air 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 form the elemental in a random direction and is 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 takes 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

An air elemental is a living manifestation of the element of air, a funneling cloud of whirling wind with a vague semblance of a face. It can vary in size and shape, but it usually appears as a swirling mass of air that can form limbs and appendages as needed. An air elemental can fly at incredible speeds, and it can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.

An air elemental speaks Auran, the language of the air, though it rarely chooses to do so. It prefers to communicate through subtle changes in the wind, such as gusts, breezes, and eddies. An air elemental is usually neutral in alignment, but it can be influenced by the forces of good or evil that dwell in the Elemental Plane of Air.

COMBAT

An air elemental is a formidable opponent in combat, especially when it has the advantage of flying and being above the ground. It can enter a hostile creature’s space and stop there, moving through any opening as narrow as one inch wide without squeezing. It can also create powerful blasts of wind that can knock creatures prone or hurl them away.

An air elemental has several abilities that make it more effective in aerial combat. It has resistance to lightning and thunder damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. It is immune to poison damage and the poisoned condition, and it cannot be exhausted, grappled, paralyzed, petrified, restrained, or unconscious. It also has darkvision up to 60 feet and a passive perception of 10.

One of the most notable abilities of an air elemental is its air mastery. Airborne creatures take a penalty on their attack and damage rolls against an air elemental, while the air elemental gains advantage on its attack rolls and deals extra damage on a hit. This makes an air elemental a fearsome foe for any creature that relies on flying or levitating.

An air elemental usually attacks with its slam attacks, using its swirling limbs to strike at its enemies. It can also use its whirlwind ability to create a vortex of wind that engulfs creatures in its space and flings them away. A creature caught in the whirlwind must make a strength saving throw or take bludgeoning damage and be thrown in a random direction and knocked prone. If the thrown creature hits an object or another creature, it takes additional bludgeoning damage. A creature that succeeds on the saving throw takes half the damage and is not thrown or knocked prone.

HABITAT / SOCIETY

An air elemental dwells in the Elemental Plane of Air, a vast realm of endless sky where clouds, storms, and winds are the only features. The plane is home to many other creatures that share an affinity for air, such as djinni, sylphs, invisible stalkers, and flying beasts. The plane is also influenced by the alignments of its inhabitants, creating regions of calm or chaos, good or evil.

An air elemental is usually solitary, roaming the plane in search of adventure or amusement. It has a curious and playful nature, often exploring new places and phenomena with childlike wonder. It can also be mischievous or prankish, using its wind powers to create harmless or harmful effects on other creatures. An air elemental is not inherently hostile, but it can be provoked by threats or insults to its freedom or dignity.

An air elemental can be summoned by magic to serve as an ally or a foe on other planes of existence. A summoner must be careful to treat an air elemental with respect and gratitude, as it may resent being bound to another’s will. An air elemental may also form a bond with a creature that shares its love for flying or wind magic, such as an aarakocra, a storm sorcerer, or a tempest cleric.

ECOLOGY

An air elemental is a living embodiment of one of the four classical elements that make up the cosmos. It is composed entirely of air molecules that are held together by a force of will and magic. An air elemental does not need to eat, drink, sleep, or breathe, but it does require a constant supply of fresh air to sustain itself. An air elemental can suffocate if it is trapped in an area with no airflow or exposed to a vacuum.

An air elemental plays an important role in the natural balance of the elements. It helps to create and maintain the weather patterns that affect the climate and environment of other planes. It can also influence the air quality and the oxygen level of an area, either improving or worsening the conditions for other creatures. An air elemental can also interact with other elementals, creating or preventing phenomena such as lightning, rainbows, fog, or dust storms.

An air elemental has no natural predators or prey, as it is rarely challenged or threatened by other creatures. It can, however, be hunted or harvested by those who seek to use its essence or power for their own purposes. An air elemental can be captured in a magic item, such as a bottle, a ring, or a weapon, and used as a source of wind magic or flight. An air elemental can also be slain and its remains used as a material component for spells or rituals that involve air or wind.

Air Elemental is employed as component to empower the following spells: