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.
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.
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