Huge Elemental (Air), Any Alignment
Armor Class 11 Natural Armour
Hit Points 100 (40d4)
Speed 0 ft., Fly 50 ft.
STR
30 (+10)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
1 (-5)
Damage Resistances Force
Damage Immunities Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing
Senses Blindsight 100 ft. (blind beyond this radius), Passive Perception 11
Languages Auran
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Air Form. The Air can enter another creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The Air uses hug, makes four air attacks and uses get out if it can.

Air. Melee Weapon Attack: +0 to hit, reach 15 ft., one target/up to four tiny targets. Hit: 7 (3d4) thunder damage and the target(s) must succeed on a DC 11 Strength saving throw or be pushed up to 5 ft. away from the Air. If the target fails the saving throw by 5 or more and isn't immune to the prone condition, it takes an extra 5 (2d4) bludgeoning damage and falls prone.

Get out (Recharge 4–6). The Air makes one air attack on each creature occupying it's area (other than itself) then repeats two more times.

Hug. Each creature within 20 feet of the Air must succeed on a DC 11 Strength saving throw or be pulled 5 ft. towards it. If the target fails the saving throw by 5 or more and isn't immune to the prone condition, it takes 5 (2d4) bludgeoning damage and falls prone.

Bonus Actions

Elemental Warp. The Air magically teleports up to 100 ft to a space it can see.

Description

Air is air.

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2025 4:36:11 AM
5
1
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Coming Soon

Habitat: Any

Poogo22

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