Elemental Creature (Air) (5e Template)

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Elemental Creature (air)[edit]

Elemental creatures are native to the Elemental Chaos, but they have more in common with the constructs known as Helmed Horrors than with their bestial brethren.Vaguely resembling the form of the base creature, this creature serves powerful primordial entities as well as various elemental lords and princelings.
     Those who originate from the elemental plane of air appear to be creatures made entirely out of sculpted wind and dust, while some have their form bound into tighter cohesion by lightweight, hollow armor or diaphanous fabrics unique to that particular plane. Air creatures are all capable of some measure of flight, and can channel the power of wind to varying extents.


Any creature that is not a celestial, construct, elemental, fey, fiend, ooze, or undead


Type. The creature's type is changed to elemental.

Speed. The creature gains a flying speed equal to to the higher of its highest movement speed, or 30 feet.

Damage Immunities. The creature becomes immune to poison damage.

Damage Resistances. The creature becomes resistant to lightning and thunder damage.

Condition Immunities. The creature becomes immune to the exhaustion, petrified and poisoned conditions.

Senses. As base creature, plus 60 ft. darkvision, unless the base creature already has equal or better darkvision.

Languages The creature understands Primordial

Alignment The creature's alignment is changed to 'any alignment'.


All Traits. As base creature, removing traits that rely on organic flesh, organs, or internal functions.

Elemental Weapons. The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra amount of thunder damage based on its CR (included in the attack). 1d6 at CR 1/8-1/2, 1d8 at CR 1-3, 2d8 at CR 4-6, 3d8 at CR 7-9, 4d8 at CR 10-14, 5d8 at CR 15-20, 6d8 at CR 21+.

Innate Spellcasting (Only if base creature already has spellcasting). The creature can cast the following spells using its existing spellcasting ability, requiring no material components (These are added to the base spellcasting creature's existing list of spells):

At will (any CR): gust
1/day each (Only at CR 6+): control winds, gust of wind, wind wall


Whirlwind Escape. The creature teleports up to 30 feet to an unoccupied space that it can see, and ends any grappled, restrained, or paralyzed conditions on it.

CR Calculation[edit]

Recalculate the creature's CR with the following considerations:

  • With flight, adjust effective amour class, per DMG p. 279, if the creature has a challenge rating of 10 or lower and can deal damage at range.
  • Resistance to lightning and thunder damage.
  • Immunity to poison damage.
  • Whirlwind Escape action.
  • Elemental Weapons trait.
  • Extra spells from Innate Spellcasting.

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