Air Elemental

Large / elemental / Neutral / CR 5

Armor Class15
Hit Points90 (12d10 + 24)
Speedfly 90 ft (hover)
Challenge5
Proficiency+3
STR14+2
DEX20+5
CON14+2
INT6-2
WIS10+0
CHA6-2
Initiative

+5

Senses

Darkvision 60 ft

Languages

Auran

Damage resistances

Lightning, Thunder, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical

Damage immunities

Poison

Condition immunities

Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious, Exhaustion

Traits

Air Form

The air 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

action

The air elemental makes two slam attacks.

Slam

action

Melee Weapon Attack: +8 to hit, reach 5 ft.. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind

action

Recharge 4–6. Each creature in the air elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the air 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 13 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.