Air Elemental
The air Elemental is a Large elemental of challenge rating 5 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Air Elemental
- Size and type
- Large elemental
- Challenge
- 5 (1,800 XP)
- Armour class
- 15
- Hit points
- 90 (12d10+24)
- Speed
- 0 ft, fly 90 ft
- 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
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.
Actions
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.
Page 305.
SRD 5.2.1 (2024)
Air Elemental
- Size and type
- Large elemental
- Challenge
- 5 (1,800 XP)
- Armour class
- 15
- Hit points
- 90 (12d10+24)
- Speed
- 10 ft, fly 90 ft
- Resistances
- bludgeoning, lightning, piercing, slashing
- Damage immunities
- poison, thunder
- Condition immunities
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses
- darkvision 60 ft, passive perception 10
Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Actions
Multiattack. The elemental makes two Thunderous Slam attacks.
Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage.
Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental’s space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only.
Page 258.
Fight an air elemental in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.