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<title>Air Elemental</title>
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<h1>Air Elemental</h1>
<p><em>Large</em> <em>Elemental</em> <em>neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15</li>
<li><strong>Hit Points:</strong> 90 (12d10+24)</li>
<li><strong>Speed:</strong> hover True ft. walk 0 ft. fly 90 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> 5.1 SRD (2015 MM), page 305</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tr>
<td>14 (+2)</td>
<td>20 (+5)</td>
<td>14 (+2)</td>
<td>6 (-2)</td>
<td>10 (+0)</td>
<td>6 (-2)</td>
</tr>
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</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Auran</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Air Form:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The elemental makes two slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.</li>
<li><strong>Whirlwind (Recharge 4-6):</strong> 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.<br>If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.</li>
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