Elemental, Air (Greater)

Family: Elementals

Huge elemental, neutral

Armor Class 16
Hit Points 142 (15d12 + 45)
Speed 0 ft., fly 90 ft. (hover)

18 (+4) 22 (+6) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

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
Challenge 9 (5,000 XP)

Special Traits

  • 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.


  • Multiattack. The elemental makes two Slam attacks.
  • Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Whirlwind (recharge 4-6): Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, the creature takes 21 (4d8 + 3) bludgeoning damage and is flung up to 30 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 15 Dexterity saving throw or take the same damage (1d6 per 10 feet target was thrown) 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.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene