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 two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Disperse. The elemental's form starts to condense before violently discharging it's body in a 30ft ring from it's location. Each creature within the area of the blast takes 1d8 of bludgeoning damage and must make a DC 13 Constitution saving throw. On a failure, the creature becomes poisoned.
Toxic Proximity. Each creature within 15ft of the elemental's space must make a DC 13 Constitution saving throw. On a failure, the creature becomes poisoned until they step out of the effected area or succeed another Constitution saving throw on their next turn.
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.
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