Air Elemental
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
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. 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.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
Elementals
Appropriately named, the term elementals generally refers to any creature hailing from the elemental planes. When creatures are simply named after an element, these are the more basic life forms that exist on the elemental planes. These creatures are little more than an animate mass of water, earth, fire, or air. They do not coexist save for when on the material plane, as they all thrive in the plane named for their respective element.
But the elemental planes aren’t lacking a more sophisticated civilization or people. Among the animate masses of elements lie different groups of genies. These genies have their own biological forms, and different genies come from each of the planes, infused with their unique elemental energies.
Other elemental creatures include azers, invisible stalkers, and water weirds.
Air Elemental
Not yet described
Known Relationships
Duplication and Templates
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