AC 14
HP 90 (12d10 + 24; bloodied 45)
Speed 0 ft., fly 90 ft.
Proficiency +3; Maneuver DC 15
Damage Resistances lightning, thunder; damage from nonmagical weapons
Damage Immunities poison
Condition Immunities fatigue , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Air Form. The elemental can enter and end its turn in other creatures’ spaces and pass through an opening as narrow as 1 inch wide without squeezing.
Elemental Nature. An elemental doesn’t require air, sustenance, or sleep.
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Whirlwind (Recharge 5–6). The elemental takes the form of a whirlwind, flies up to half of its fly speed without provoking opportunity attacks, and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement, that creature makes a DC 15 Strength saving throw . On a failure, the creature is carried inside the elemental’s space until the whirlwind ends, taking 3 (1d6) bludgeoning damage for each 10 feet it is carried, and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures.
Combat
The elemental uses Whirlwind when it can scoop up at least three creatures. If possible, it ends this movement in the air so creatures inside it take additional falling damage. Otherwise, it makes a slam attack on creatures within its reach or sharing its space. Elementals retreat only if ordered to do so.
Air Elemental Appearance
1 Dragonfly-winged humanoid
2 Giant face made of white cloud
3 Golden eagle
4 Tornado
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Elementals are spirits of fire, earth, air, and water not native to this world. Spellcasters can summon elementals and bend them to their will. An uncontrolled elemental may turn on the creature that summoned it.
DC 15 Elementals are resistant to nonmagical weapons and immune to poison. Earth elementals are vulnerable to thunder. Fire elementals take damage from water. Water elementals are slowed by cold damage.
Spellcasters and other powerful beings draw upon the animating life force of the pure elements—air, earth, fire, and water—to manifest elementals. Just as our world is home to birds, beasts, trees, and flowers, the elemental planes contain shapeless spirits of energy and instinct. These inchoate entities can be exploited with magic to create compliant servants and timeless guardians.
Shaped for Service. A conjurer of sufficient skill can shape an elemental as they please, not just as creatures, but also as weapons or objects of artifice. Elemental power can create stone soldiers, forges of living flame or ships carried on their own currents, and windmills turned by an endless breeze. Elemental servants might resemble large humanoids, primal beasts, or divine avatars. The only limit is the summoner's imagination and their will to control the elemental.
Perilous Conjuration. A wild spirit of elemental force has little sense of self, content to be one with the element with which it shares an affinity. Should an elemental break free from control, it becomes an animate mass of its native element, wreaking havoc without regard for its surroundings.
1 Racing in a circle
2 Whistling musically through small openings
3 Patrolling
4 Raising dust and tossing small objects in the air
1 Gusting wind extinguishes unprotected flames
2 The distant sound of whistling wind
3 The air feels heavy and ominous
4 The air is fresh and clean, like the world after a rain
Elementals accompany spellcasters and guard their lairs. They’re native to the Elemental Planes.
CR 5–10 1 or 2 air elementals ; air elemental with 1d4 dust mephits , ice mephits , or spark mephits ; giant air elemental
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.