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Welcome to a Air Elemental 5e Guide. Air Elemental, Serenity Turned Storm Air elementals are usually the first type of elemental, next to Earth's boulder bros, that an adventuring party will encounter.


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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.


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Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target was already hit by a minor air elemental's slam attack this turn, it must make a successful DC 11 Strength saving throw or fall prone. Minor air elementals are rarely seen on the Material Plane, as they are usually content to drift by on.


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Air Elemental Actions Advertisement Create a free account โ†“ Attributes Air Elemental Ready to play? Build unlimited D&D characters Create Now These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20.


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Air elementals hail from the Elemental Plane of Air - an endless skyrealm filled with floating earthmotes and the realms of aerial denizens like djinn. Here, the element of air exists in its purest primordial form. Elementals are living incarnations of their native elemental essences.


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Proficiency Bonus +3. Invisibility. The stalker is invisible. Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.


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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.


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An air elemental can be captured in a magic item, such as a bottle, a ring, or a weapon, and used as a source of wind magic or flight. An air elemental can also be slain and its remains used as a material component for spells or rituals that involve air or wind. Air Elemental is employed as component to empower the following spells: Find Familiar


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Air elemental Edit 5e 4e 2e 1e Various depictions of air elementals. Air elemental (Wind elemental) 5e 4e 3e 2e 1e 5th Edition Statistics Size Large Type Elemental Alignment Neutral Challenge rating 5 General Information Movement Flying Vision Darkvision Diet


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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. Air Mastery. Creatures of size Large or smaller have disadvantage on attacks made against the elemental while flying.


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Air Elemental Challenge 5 (1,800 XP), Large elemental , neutral HP90 (12d10) AC15 SPDfly 90 ft. (hover) Ability Scores Senses Darkvision 60 ft., passive perception 10 Languages Auran Damage Resistances lightning; thunder; bludgeoning, piercing, and slashing from nonmagical weapons


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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. Each creature in the elemental's space must make a DC: 13 Strength saving throw.


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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).