Huge Elemental, Neutral
Armor Class 16
Hit Points 90 (12d10 + 24)
Speed 0 ft., Fly 90 ft.
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Compressable. 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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Chaos Storm (Recharge 5-6): The elemental releases a burst of energy. All creatures within a 20ft radius of the elemental must make a constitution saving throw (DC 15). A creature takes 1d8 of each of the following types of damage on a failed save (halved on a successful save). Fire, Cold, Force, Acid, Radiant, Necrotic, Poison, Lightning, Thunder. In addition, on a failed save the creature will be moved back to the edge of the storm's radius and 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.

Habitat: DesertMountain

Senyam

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