5th edition D&D monster conversions: Advanced Air Elemental

Air Elemental (Advanced)

Large elemental, Neutral

Armor Class 16

Hit Points 119 (14d10+28)

Speed 0 ft., 90ft fly (hover)

Str 16(+3) Dex 22(+6)  Con 14 (+2) Int 6 (-2) Wis 12 (+1) Cha 6(-2)

Resistances lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, passive Perception 11

Languages Auran

Challenge 7 (2900 XP)

Special Abilities

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.


Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Whirlwind (Recharge 4-6) Each creature in the elemental’s space must make a dc 14 Strength saving throw. On a failure, the target takes 20 (4d8+2) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object such as a wall or floor, it takes 4 (1d8) damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, target takes half the bludgeoning damage and isn’t flung away or knocked prone.

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