Great Air Elemental (5e Creature)

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Great Air Elemental[edit]

Large elemental, neutral


Armor Class 16
Hit Points 136 (16d10 + 48)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Skills Arcana +2, Deception +2, Performance +2
Proficiency Bonus +3
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Auran, Common, Deep Speech
Challenge 8 (3,900 XP)


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).

ACTIONS

Multiattack. 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.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or 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.

REACTIONS

Parry. 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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