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.
Damage Transfer. While grappling a creature, any damage the elemental takes is evenly split between the elemental and all creatures grappled by it.
Multiattack. The elemental makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Suffocate. A creature grappled by the elemental must make a DC 16 Constitution saving throw or suffocate. On a failure, the target drops to 0 hp. If the saving throw is successful, the target takes 16 (2d10 + 5) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 16 (2d10 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and begins to suffocate as the elemental sucks the air from its lungs. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 16 (2d10 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength and succeeding.
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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