Magic Weapons. The Armored Air Elemental's weapon attacks are magical.
Multiattack. The Armored Air Elemental makes three melee attacks.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Lightning Strike (Recharge 6). The Armored Air Elemental makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the Armored Air Elemental's next turn.
Whirlwind Blast (Recharge 6). The Armored Air Elemental unleashes sudden violent winds in a 15-foot radius circle centered on itself. Each creature in the area other than the Armored Air Elemental must make a DC 15 Strength saving throw. On a failure, the target takes 13 (2d8 + 4) bludgeoning damage and is flung up to 10 feet away from the Armored Air Elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes an extra 7 (1d6 + 4) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 15 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.
Aggressive. As a bonus action, the Armored Air Elemental can move up to its speed toward a hostile creature that it can see.
Parry. The Armored Air Elemental adds 3 to its AC against one melee attack that would hit it. To do so, the Armored Air Elemental must see the attacker and be wielding a melee weapon.
Description
Armored Air Elemental are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.