Small Elemental, Neutral
Armor Class 14
Hit Points 7 (2d6 + 1)
Speed 0 ft., Fly 75 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) bludgeoning 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 takes 8 (3d4 + 2) bludgeoning damage and is flung up 10 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 2 (1d4) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 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.

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.

Hidden within the center of its chest, a small arcane shard sits that brings this construct to life. These shards can be used in some arcane rituals, at DMs discretion, or sold for some coin. 

Habitat: DesertMountain

SkyeWrite

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