Huge Elemental, Neutral
Armor Class 17
Hit Points 153 (18d12 + 36)
Speed 0 ft., fly 120 ft.
STR
17 (+3)
DEX
25 (+7)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +11, CON +6, WIS +4
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) bludgeoning damage.

Tornado Form (1/ Day). The elemental can conjure the elemental plane of air in its self. For 1 minute the elemental's speed is doubled, it provokes no attacks of opportunity and can use the Slam attack one additional time as part of the Multiattack action.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 31 (5d10 + 3) bludgeoning damage and is flung up 50 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 3 (1d6) bludgeoning damage for every 10 feet it was thrown. 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.

 

 

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. Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

Habitat: DesertMountain

Godalexkill11

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