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Air Elemental

Differing in immense ways from their wind elemental cousins, but easily confused as being one and the same, air elementals are vicious creatures. Embodying the chaotic forces of storm winds, every one of these elementals is unique in that they are connected at all times to the Elemental Realm of Air.     Planer Energies At the center of every air elemental sits a miniature planer portal, which feeds energy from the Elemental Plane of Air directly into the elemental's body. The other side of these portals sit very near to the edge of the elemental planes, close to the Demiplane of Lightning, in the Sea of Storms. Air elementals are native of this area, and when they are on their home plane, these miniature planer portals disappear for a time. It is only when an air elemental is summoned to another plane that the connection resumes.   Power of the Storm Air elementals are capable of using the howling gales which power their bodies to force the air around them to move at dizzying speeds. These gale force winds allows them to cause lacerations simply by moving near a creature. In addition, they may summon up the elemental power they harbor within them to expel bursts of air, thunder and lightning to blow away nearby threats, along with any other loose objects caught in the blast.   Undetectable Movement Despite their aggression, air elementals are actually very physically weak, only capable of interacting with the world around them using compressed air expelled from their bodies. This physical weakness, combined with their quick movements, cause air elementals to nearly disappear when they move, making them almost impossible to spot without the aid of magic. The air elementals have learned to use this to their advantage, ambushing creatures from thin air before quickly disappearing again in the confusion, making quick work of prey using hit and run tactics.  

Air Elemental

Differing in immense ways from their wind elemental cousins, but easily confused as being one and the same, air elementals are vicious creatures. Embodying the chaotic forces of storm winds, every one of these elementals is unique in that they are connected at all times to the Elemental Realm of Air.


Armor Class15
Hit Points 12d10
Speed0 ft.Fly 60 ft.
Strength2 (-4)
Dexterity21 (+5)
Constitution10 (+0)
Intelligence14 (+2)
Wisdom16 (+3)
Charisma8 (-1)
Damage ResistancesBludgeoningPiercingSlashing damage from nonmagical weapons
Damage ImmunitiesColdLightingPoison
Thunder
Condition ImmunitiesGrappledPoisonedProne
Restrained
SensesDarkvision 60 ft.Passive Perception 13
LanguagesCommonPrimordial
Challenge7 (2900 XP)
Special 1Gone with the WindWhenever the elemental moves,it becomes invisible for the duration of its movement.
Once per turn, while invisible in this way,the elemental may make a single slash attackagainst a creature within reach.The elemental has an advantage on this attack
Special 2Wind PowerWhenever a spell or effect would cause the elementalto make a Strength saving throw,
it may make a dexterity saving throw instead
Action 1MultiattackThe air elemental makes three slash attacks
Action 2SlashMelee Weapon Attack d20+8 to hit
Reach 5ft, one targetHit 2d8+5 slashing damage
Action 3Storm Breath (Recharge 5-6)The air elemental summons a raging burst of wind,lightning, and thunder from deep within its body.
Each creature in a 30 feet cone must makea DC 15 Dexterity saving throw.On a failed save, creatures take 2d10 lightning damageand 2d10 thunder damage and are pushed back 10 feet.
On a success, a creature takes half as much damageand is not pushed back.Any object in the cone not anchored tothe ground and not being worn
or carried is pushed 30 feet directly away from the elemental.If a creature is in the path of an object pushed this way,that creature must makea DC 12 Dexterity saving throw,
taking 2d6 bludgeoning damage on a failed save

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