Air Elemental

SizeLarge
TypeElemental
Alignmentneutral
Armor Class15
Hit Points90
Hit Dice12d10+24
Walk Speed (ft)0
Fly Speed (ft)90
14
+2
20
+5
14
+2
6
-2
10
+0
6
-2
Challenge Rating5
Darkvision (ft)60
Passive Perception10
Damage ResistancesBludgeoning, Lightning, Piercing, Slashing, Thunder
Damage ImmunitiesPoison
Condition ImmunitiesExhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
EnvironmentsLaboratory, Mountain, Plane of Air
Traits

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. 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.