Small Elemental, Neutral
Armor Class 13
Hit Points 30 (4d10 + 6)
Speed 0 ft., fly 90 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
8 (-1)
CHA
10 (+0)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2

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: 1d6+2 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 is flung up 20 feet away from the elemental in a random direction and knocked prone. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone.
If the saving throw is successful, the target 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. An air elementlet, however, is a small, fuzzy blur of air with barely any features at all. It can throw a tantrum and push people away from it, but due to the exceptionally peculiar circumstance in which elementlets are 'born' they share many qualities of the children of the human race, and thus are often easily placated by being given trinkets, toys, or introduced to new, funny-looking people.

Environment: DesertMountain

WritingforArtemis

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