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.
Multiattack. The elemental makes five slam attacks or two Whirlwind attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 51 (6d12 + 15) bludgeoning damage.
Whirlwind. Each creature within 5(1d6 + 2) feet of the elemental must make a DC 20 Strength saving throw. On a failure, a target takes 25 (3d10 + 10) bludgeoning damage and 10(2d8 + 2) Thunder damage and is flung up 50(5d20) 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 6 (2d6) bludgeoning damage for every 8 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 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.
Description
An air elemental is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. This windstorm commands the power of the strongest winds.
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Posted Sep 7, 2019The slams are a little tough for the level, I took it down to 3 slams.