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.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus (1d8) cold damage.
Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 14 Constitution saving throw. On a failure, a target takes 15 (6d8) Necrotic damage and is rendered Unconscious. the target cannot regain consciousness while in the elemental's space.
If the saving throw is successful, the target takes half the necrotic damage as cold damage and isn't rendered Unconscious.
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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