We at JBE absolutely love Fifth Edition. This game is one we enjoy every chance we get. Writing for it is fun and a challenge.
Today we would like to share with you a greater air elemental. This monster comes from the much delayed Book of Heroes: Conjurable Creatures. The book contains a number of monsters perfect for your character to summon with the various conjure spells in 5e.
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Greater Air Elemental
Huge elemental, neutral
Armor Class 16
Hit Points 133 (14d12 + 42)
Speed 0 ft., fly 90 ft.
STR 17 (+3) DEX 23 (+6) CON 16 (+3)
INT 8 (–1) WIS 11 (+0) CHA 9 (–1)
Damage Resistance lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 9 (5,000 XP)
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: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 16 Strength saving throw. On a failure, a target takes 30 (5d10 + 3) bludgeoning damage and is flung up 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, 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 16 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.