Air Elemental

Source: SRD / Basic Rules

title: Air Elemental
![](https://raw.githubusercontent.com/5etools-mirror-2/5etools-img/main/bestiary/tokens/MM/Air%20Elemental.webp#token)
*Large elemental, Neutral*
 
- **Armor Class** 15
- **Hit Points** 90 (`12d10 + 24`)
- **Speed** fly 90 ft. (hover)
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|14 (+2)|20 (+5)|14 (+2)| 6 (-2)|10 (+0)| 6 (-2)|
 
- **Proficiency Bonus** +3
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 10
- **Damage Resistances** lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** poison
- **Condition Immunities** [exhaustion](rules/conditions.md#exhaustion), [grappled](rules/conditions.md#grappled), [paralyzed](rules/conditions.md#paralyzed), [petrified](rules/conditions.md#petrified), [poisoned](rules/conditions.md#poisoned), [prone](rules/conditions.md#prone), [restrained](rules/conditions.md#restrained), [unconscious](rules/conditions.md#unconscious)
- **Languages** Auran
- **Challenge** 5
 
## Traits
 
***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](rules/conditions.md#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](rules/conditions.md#prone).
 
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked [prone](rules/conditions.md#prone).

Environment

mountain, desert