rpg—rules

monster

Air Elemental

Large Elemental, Neutral

Armor Class
15
Hit Points
90 (12d10 + 24)
Challenge rating
5
CHA
6 (-2)
CON
14 (+2)
DEX
20 (+5)
INT
6 (-2)
STR
14 (+2)
WIS
10 (+0)

Large Elemental, Neutral

AC 15 · Initiative +5 (15)

HP 90 (12d10 + 24)

Speed 10 ft., Fly 90 ft. (hover)

Ability Score Mod Save
Str 14 +2 +2
Dex 20 +5 +5
Con 14 +2 +2
Int 6 −2 −2
Wis 10 +0 +0
Cha 6 −2 −2

Resistances Bludgeoning, Lightning, Piercing, Slashing

Immunities Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.; Passive Perception 10

Languages Primordial (Auran)

CR 5 (XP 1,800; PB +3)

Traits

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.

Source · SRD 5.2.1 · page 258