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Aerial Servant

Medium elemental, neutral

Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (–2) 10 (+0) 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 10
Languages Auran
Challenge 8 (3,900 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.
  • Natural Invisibility. If the aerial servant is on the Elemental Plane of Air, it is invisible. If it is on another plane of existence, other creatures have disadvantage on attack rolls against the aerial servant. Truesight defeats this effect.
  • Spellcaster Binding. If an aerial servant is summoned by a spell, it has a telepathic link with the spellcaster that functions as long as the spellcaster and the servant are on the same plane of existence. The link ends if the servant or the spellcaster dies, or if the servant’s task is complete.

Actions

  • Multiattack. The elemental makes two Slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  • Wind Blast (recharge 4–6). The aerial servant releases a blast of air in an 80–foot line that is 5 feet wide. Creatures in this area must make a DC 13 Strength saving throw. On a failed saving throw, the creature takes 21 (4d8 + 2) bludgeoning damage and if the creature is Large or smaller, it is pushed 15 feet and falls prone. On a successful saving throw, the target takes half the amount of damage, and no other effects.
  • Whirlwind (recharge 4–6). 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 is 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 takes 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.
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City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene