Great Air Elemental (5e Creature)
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Great Air Elemental[edit]
Large elemental, neutral Armor Class 16
Skills Arcana +2, Deception +2, Performance +2 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. Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack). ACTIONSMultiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 16 (3d8 + 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 14 Dexterity saving throw or take the same damage and be knocked prone. Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. The effect ends if the elemental is incapacitated. REACTIONSParry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon. |
An air elemental with the Great Elemental template applied to it. Great air elementals are columns of screeching air. They often lead lesser air elementals and dust mephits, and they are exceptionally charismatic. Elemental Nature. A great air elemental doesn't require air, food, drink, or sleep. |
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