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Elemental Air Dragon

Huge elemental, neutral evil

Armor Class 15
Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dexterity +11, Constitution +12, Wisdom +8, Charisma +10
Skills Arcana +9, Nature +9, Perception +14, Stealth +11
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Auran, Common
Challenge 17 (18,000 XP)

Special Traits

  • Innate Spellcasting. The elemental dragon’s innate spellcasting is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spell requiring no material components.
  • Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  • Scalding Breath (Recharge 5–6). The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one.
  • Whirlwind (Recharge 5–6). The dragon creates a cyclone in a 30- foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not otherwise affected.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

About

This massive creature resembles a huge dragon composed of air and vapor. Its great wings are translucent and look like wisps of smoke. Its eyes are hollow sockets of mist though a glint of bright sunlight can occasionally be seen dancing across their surfaces. Its great tail appears as wisps of smoke or vapor and seems to trail off into nothingness.

The Plane of Air is home to many creatures. Yet none are as feared as the elemental air dragons. Their great form and majestic aura strike fear into the bravest of souls. Elemental air dragons are as evil as their brethren (the other elemental dragons) and take joy and pride in swooping over a settlement or village and destroying it with their great wing buffet.

Watching the frightened creatures flee in terror provokes some sort of perverse excitement in these dragons. Luckily, elemental air dragons rarely enter the Material Plane. Elemental air dragons dislike cloud dragons and mist dragons and seek to slay them whenever encountered.

The average air elemental dragon is 30 feet long.

Elemental air dragons attack by swooping on their prey, unleashing a blast of superheated air, and then flying away. An elemental air dragon rarely, if ever, touches the ground. It often employs its cyclone buffet to knock more powerful creatures prone, then swoops in to blast them with its breath weapon or rend them with its claws and bite.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb