Air Elemental

- Size: Large
- Type: Elemental
- Alignment: Neutral
- AC: 15
- Initiative: +5 (15)
- HP: 90(12d10+24)
- Speed: 10 ft, Fly 90 ft . (hover)
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| Dex | 20 | +5 | +5 |
| Con | 14 | +2 | +2 |
| INT | 6 | -2 | -2 |
| Wis | 10 | +0 | +0 |
| CHA | 6 | -2 | -2 |
- Resistances: Bludgeoning, Lightning, Piercing, Slashing
- Immunities: Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Primordial (Auran)
- CR: 5 (XP 1,800; PB +3 )
Traits
Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Actions
Multiattack. The elemental makes two Thunderous Slam attacks.
Thunderous Slam. Melee Attack Roll: +8 , reach 10 ft . Hit: 14(2d8+5) Thunder damage.
Whirlwind (Recharge 4-6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24(4d10+2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only.
Lore & Background
Air elementals are living embodiments of the wind and sky, creatures of pure elemental air given form and consciousness. They originate from the Elemental Plane of Air, a realm of endless skies, floating islands, and eternal storms. These beings are manifestations of freedom and movement, representing the untamed power of wind, storm, and atmosphere.
Unlike other elementals that may have more solid forms, air elementals appear as constantly shifting vortexes of wind and cloud. They can compress themselves into tight spaces or expand to fill large areas, making them incredibly versatile in both combat and exploration. Their connection to the elemental plane grants them an understanding of weather patterns, atmospheric pressure, and the movement of air currents across vast distances.
Air elementals are typically neutral in alignment, caring little for the conflicts of material beings. They are driven by an innate need for movement and freedom, becoming agitated when confined or restricted. Many cultures view them as harbingers of change, as their presence often coincides with shifting weather patterns and atmospheric disturbances.
Combat Tactics
Air elementals prefer hit-and-run tactics, using their superior mobility to stay out of reach while wearing down opponents. They begin combat by positioning themselves advantageously using their flight speed and Air Form ability, which allows them to move through enemy spaces and tight areas without penalty.
The elemental's primary strategy revolves around its Multiattack, delivering two Thunderous Slam attacks to deal consistent damage. When facing multiple enemies or when recharged, it uses Whirlwind to potentially knock prone and damage creatures occupying the same space, then moves away using its hover ability to avoid retaliation.
Air elementals excel at controlling the battlefield through positioning. They can occupy the same space as enemies due to their Air Form, making it difficult for opponents to predict their location or escape their attacks. Their numerous condition immunities make them particularly resistant to control effects, allowing them to maintain their mobility advantage throughout combat.
Against flying opponents, air elementals use their superior speed and maneuverability to outposition enemies, while against ground-based foes, they stay airborne and use their reach to attack from safety.
Encounter Ideas
The Storm's Heart: A violent storm has raged for days, and at its center, an air elemental has become trapped in the material plane. The creature's presence is intensifying the weather, and it grows more agitated as it fails to return home.
The Skyship Saboteur: Pirates have bound an air elemental to power their flying vessel, but the creature's resentment grows daily. It begins to subtly sabotage the ship's flight, creating dangerous situations for everyone aboard.
The Whispering Winds: An air elemental carries messages and secrets on the wind, but someone has been intercepting its communications. The elemental seeks help in finding the source of this interference.
The Consecrated Gale: A temple dedicated to sky gods has summoned an air elemental for a sacred ritual, but the ceremony has gone wrong, leaving the elemental confused and potentially hostile in a confined sacred space.
Environmental Effects
Air elementals naturally affect their surroundings through their elemental nature:
- Wind Patterns: Strong, swirling winds in a 20-foot radius around the elemental, causing loose objects to flutter and making ranged attacks more difficult
- Atmospheric Pressure: Sudden changes in air pressure that can cause discomfort in creatures with sensitive hearing
- Temperature Fluctuations: The elemental's movement can cause rapid temperature changes as it draws air from different elevations
- Sound Distortion: Voices and sounds may be amplified, muffled, or carried unexpectedly due to the elemental's air currents
- Electrical Buildup: Static electricity accumulates in the area, occasionally causing minor sparks or making hair stand on end
Treasure
Air elementals rarely carry traditional treasure, as material possessions mean little to beings of pure elemental force. However, their presence and activities can lead to unique rewards:
Environmental Treasures: Items caught in the elemental's winds from other locations - coins from distant lands, rare feathers from exotic birds, seeds from far-off plants, or messages written on wind-scattered papers.
Elemental Essence: Upon the elemental's departure or destruction, crystallized air essence may remain, useful for magical research, potion brewing, or enchanting items with air-related properties.
Weather Phenomena: The elemental's presence might create lasting atmospheric effects in an area, such as favorable winds for travel, a permanent breeze that keeps an area cool, or a small localized weather pattern.
Storm Glass: Rare crystalline formations created when an air elemental's essence interacts with certain minerals, these can serve as weather prediction tools or components for air magic.
Plot Hooks
The Imprisoned Gale: A powerful wizard has bound an air elemental to serve as a perpetual power source for their tower's ventilation and cooling systems. The elemental's growing desperation begins to affect local weather patterns.
The Message Bearer: An air elemental regularly carries communications between distant locations, but its messages have suddenly stopped arriving. Investigation reveals the elemental has been corrupted or is being held against its will.
The Festival of Winds: A annual celebration requires the presence of an air elemental to perform traditional flying dances and ceremonies. This year, the usual elemental ally has not appeared, and the festival cannot proceed without finding a replacement.
The Elemental Witness: An air elemental was present during a significant historical event and carries within its essence the memories of what it observed. Scholars and interested parties seek to communicate with it to uncover these lost truths.