Page 125 - Monster Manual [11th Print]
P. 125
AIR ELEMENTAL
Large elemental, neutral
Armor Class l S
Hit Points 90 (12dl0 + 24)
Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 20 (+S) 14 (+2) 6 (-2) 10 (+O) 6 (-2) Large elemental, neutral
Damage Resistances lightning, thunder; bludgeoning, piercing, Armor Class 7 (natural armor)
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and slashing from nonmagical attacks Hit Points 1 2 6 (12dl0 + 60)
Damage Immunities poison Speed 30 ft., burrow 30 ft.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 10 20 (+S) 8 (- ) 20 (+S) s (-3) 10 (+O) s (-3)
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Languages Auran
Challenge S (l ,800 XP)
Damage Vulnerabilities thunder
Damage Resistances bludgeon n g, piercing, and slashing from
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Air Form. The elemental can enter a hostile creature's space nonmagical attacks
and stop there. It can move through a space as narrow as l Damage Immunities poison
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inch wide without squeezing. Condition Immunities exhaustio , paralyzed, petrified,
poisoned, unconscious
ACTI O N S Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 10
Multiattack. The elemental makes two slam attacks. Languages Terran
Slam. Melee Weapon Attack: +8 to i t, reach S ft., one target. Challenge S (l ,800 XP)
h
Hit: 14 (2d8 + 5) bludgeoning damage.
Earth Glide. The elemental can burrow through nonmagical,
Whirlwind (Recharge 4-6). Each creature in the elemental's
space must make a DC 13 Strength saving throw. On a failure, unworked earth and stone. While doing so, the elemental
a target takes l S (3d8 + 2) bludgeoning damage and is flung doesn't disturb the material it moves through.
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up 20 feet away from the elemental n a random direction and Siege Monster. The elemental deals double damage to objects
knocked prone. If a thrown target strikes an object, such as a and structures.
wall or floor, the target takes 3 (ld6) bludgeoning damage for
every 0 feet it was thrown. If the target is thrown at another ACTI O N S
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creature, that creature must succeed on a DC 13 Dexterity Multiattack. The elemental makes two slam attacks.
saving throw or take the same damage and be knocked prone.
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If the saving throw is successful, the target takes half the Slam. Melee Weapon Attack: +8 to i t, reach 10 ft., one target.
bludgeoning damage and isn't flung away or knocked prone. Hit: 14 (2d8 + 5) bludgeoning damage.
ELEMENTALS
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