Air Elemental
Large Elemental, neutral
1,800 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.
Actions
Multiattack
The elemental makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6)
Each creature in the 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 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.
Quick Reference
Running This Encounter
Air Elementals are fast, mobile threats that excel at hit-and-run tactics. Use their high speed (flying 90 ft.) to strafe the party while staying out of melee range. Position them in open areas where they can leverage mobility, and consider using terrain features like cliffs or elevated positions. They can grapple enemies with their slam attack, so warn players of this dangerous crowd control ability.
Combat Tactics
Air Elementals prioritize ranged harassment with their slam attack while maintaining maximum distance from enemies. They use their mobility to attack isolated party members and reposition away from heavy hitters. If cornered, they attempt to grapple casters or ranged attackers to neutralize threats.
Environment & Setting
Open skies, mountain peaks, windswept plains, or large caverns with high ceilings allow Air Elementals to fully utilize their flight and speed advantage. Avoid cluttered dungeons where their mobility becomes restricted.