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Air Elemental, “Whispers of the Winds”

Air Elemental
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An Air Elemental is a powerful, intangible being made entirely of swirling wind, mist, and vapor. It manifests as a vortex of constantly shifting, transparent air, with flashes of lightning or bursts of clouds occasionally flickering within its form. Its shape is ever-changing, often resembling a humanoid figure but shifting rapidly, making it appear as a living storm. The elemental’s appearance can range from a delicate wisp of breeze to a violent, swirling cyclone capable of devastating destruction.

Air Elementals behave in ways that mirror the unpredictable nature of the wind. They are swift, capricious, and often seem to move without reason or rhyme, though they are not malicious. They are generally neutral in alignment, responding to the intentions of those who summon them or the forces around them. While they can be as gentle as a breeze, they are equally capable of turning into ferocious storms when provoked or threatened. Their intelligence is often described as rudimentary, driven more by instinct and the natural flow of air than by deep reasoning.

These elementals are native to open, airy spaces, typically found in vast, open skies or the highest reaches of mountains, where the wind is constant and uninterrupted. Their true home is the Elemental Plane of Air, an endless expanse of windswept clouds and storms. On the Material Plane, they are drawn to areas of extreme weather, such as thunderstorm-prone regions, or places where air currents are strong and unbroken.

The modus operandi of an Air Elemental revolves around its control over wind and weather. It can create violent gusts, summon tornadoes, or become an invisible storm to overwhelm its foes. When summoned or encountered, it will typically obey its summoner’s will, though it does so with a sense of independence. It attacks by channeling the force of the wind, striking with forceful gusts or turning its body into a whirling, destructive storm.

The elemental’s motivation is tied to its essence: freedom and movement. It seeks nothing more than to roam unbound, to dance through the air, and to exist in harmony with the forces of nature. While it might cooperate with those who respect the winds, it is unlikely to stay in one place for long, always driven by an innate need for movement and change.


  • Air Elemental 5e
  • Air Elemental 3.5
Air Elemental

Medium Elemental, Neutral


Armor Class: 15 (Natural Armor)
Hit Points: 90 (12d8 + 36)
Speed: 0 ft., fly 90 ft. (hover)


STRDEXCONINTWISCHA
10 (+0)20 (+5)16 (+3)6 (-2)14 (+2)10 (+0)

Saving Throws: DEX +8, WIS +5

Skills: Acrobatics +8, Perception +5

Damage Resistances: Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Thunder

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Auran, understands Common but cannot speak

Challenge: 5 (1,800 XP)


TRAITS

Air Form

The Air Elemental can move through a space as narrow as 1 inch wide without squeezing. It can pass through doors, windows, and other small openings with ease, and it cannot be grappled or restrained.

Flying Stealth

The Air Elemental can take the Hide action while flying, making it difficult to track or anticipate its movements. It is proficient in Stealth checks when airborne.

Whirlwind Aura

At the start of each of the Air Elemental’s turns, each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 4 (1d8) bludgeoning damage and be pushed 10 feet away from the Air Elemental. The elemental is not affected by its own aura.

Lightning Absorption

If the Air Elemental is subjected to lightning damage, it regains hit points equal to half the amount of lightning damage dealt.


ACTIONS

Multiattack

The Air Elemental makes two Whirlwind Slam attacks.

Whirlwind Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) thunder damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 10 feet away.

Gust of Wind (Recharge 5-6)

The Air Elemental exhales a 30-foot-long, 10-foot-wide line of powerful wind. Each creature in that line must make a DC 16 Strength saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked back 20 feet. On a successful save, the creature takes half damage and is not pushed.

Lightning Storm (Recharge 6)

The Air Elemental calls down a powerful lightning storm, causing a bolt of lightning to strike each creature within 60 feet of it. Each creature must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) lightning damage, or half as much on a successful one. If the Air Elemental regains hit points from Lightning Absorption, it gains temporary hit points equal to half the damage dealt.


BONUS ACTIONS

Storm Dash

The Air Elemental can dash as a bonus action, moving up to its full movement speed without provoking opportunity attacks. While dashing, it leaves behind a trail of strong gusts, causing creatures within 5 feet of the path to make a DC 14 Dexterity saving throw or take 6 (1d12) thunder damage.


TACTICS AND BEHAVIOR

  • Hit and Run: The Air Elemental excels at mobility, flying high above the battlefield, darting in to strike with Whirlwind Slam before retreating. It uses its Storm Dash bonus action to keep moving quickly, avoiding prolonged engagement.
  • Tactical Use of Gust of Wind: The Air Elemental uses Gust of Wind to push enemies out of its reach, breaking up group formations or pushing weaker targets into hazardous terrain, such as near cliff edges or obstacles.
  • Lighting Absorption: It actively baits spellcasters with lightning-based spells, absorbing the damage to heal itself. Players with lightning-based abilities need to be cautious in engaging the elemental.
  • Use of Whirlwind Aura: The Whirlwind Aura is ideal for disrupting melee-heavy parties, especially when combined with its high mobility. It’s designed to scatter enemies and make it harder for them to surround it.

LEGENDARY ACTIONS (Optional)

The Air Elemental 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 Air Elemental regains spent legendary actions at the start of its turn.

  • Flying Strike: The Air Elemental moves up to its movement speed and makes a Whirlwind Slam attack.
  • Gust of Wind (Costs 2 Actions): The Air Elemental uses its Gust of Wind ability without needing to recharge it.
  • Thunderous Roar (Costs 3 Actions): The Air Elemental lets out a mighty roar, creating a shockwave of thunderous force in a 20-foot radius. Creatures in that area must succeed on a DC 16 Constitution saving throw or take 14 (4d6) thunder damage and be deafened for 1 minute. Creatures that succeed take half damage and are not deafened.

ENVIRONMENTAL INTERACTIONS

Air Elementals thrive in high-altitude locations, open fields, or any environment where the air is free to move. They are often summoned during thunderstorms, hurricanes, or in the presence of powerful winds. These elementals do not interact with the physical environment directly; instead, they manipulate the air around them, altering their surroundings by generating cyclonic winds, thunderstorms, and gusts. In urban environments, they may take on a more chaotic and disruptive nature, sweeping debris and causing havoc.


Description:
Air Elementals are manifestations of the primal force of wind, born from the Elemental Plane of Air. They are beings of pure force, shifting and swirling, made of the finest vapor and clouds. They are highly intelligent but driven by the whims of the wind, making them unpredictable in combat. Though they are not inherently evil, their chaotic nature makes them dangerous, especially when summoned by those with malicious intent. They can be used as guardians or messengers by powerful beings, or simply roam free, searching for places where their wild power can be expressed.

Servants of Zeus, air elementals speak, though they rarely choose to do so.

Air Elemental
 Air Elemental, SmallAir Elemental, MediumAir Elemental, Large
 Small Elemental (Air, Extraplanar)Medium Elemental (Air, Extraplanar)Large Elemental (Air, Extraplanar)
Hit Dice2d8 (9 hp)4d8+8 (26 hp)8d8+24 (60 hp)
Initiative+7+9+11
SpeedFly 100 ft. (perfect) (20 squares)Fly 100 ft. (perfect) (20 squares)Fly 100 ft. (perfect) (20 squares)
Armor Class17 (+1 size, +3 Dexterity, +3 natural), touch 14, flat-footed 1418 (+5 Dexterity, +3 natural), touch 15, flat-footed 1320 (-1 size, +7 Dexterity, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple+1/-3+3/+4+6/+12
AttackSlam +5 melee (1d4)Slam +8 melee (1d6+1)Slam +12 melee (2d6+2)
Full AttackSlam +5 melee (1d4)Slam +8 melee (1d6+1)2 slams +12 melee (2d6+2)
Space/Reach5 ft./5 ft.5 ft./5 ft.10 ft./10 ft.
Special AttacksAir mastery, whirlwindAir mastery, whirlwindAir mastery, whirlwind
Special QualitiesDarkvision 60 ft., elemental traitsDarkvision 60 ft., elemental traitsDamage reduction 5/-, Darkvision 60 ft., elemental traits
SavesFort +0, Ref +6, Will +0Fort +3, Ref +9, Will +1Fort +5, Ref +13, Will +2
AbilitiesStrength 10, Dexterity 17, Constitution 10, Intelligence 4, Wisdom 11, Charisma 11Strength 12, Dexterity 21, Constitution 14, Intelligence 4, Wisdom 11, Charisma 11Strength 14, Dexterity 25, Constitution 16, Intelligence 6, Wisdom 11, Charisma 11
SkillsListen +2, Spot +3Listen +3, Spot +4Listen +5, Spot +6
FeatsFlyby Attack, Improved InitiativeB, Weapon
Finesse
B Dodge,
Flyby Attack, Improved Initiative B, Weapon
Finesse
B
Combat Reflexes, Dodge, Flyby
Attack
, Improved InitiativeB, Weapon FinesseB
EnvironmentElemental Plane of AirElemental Plane of AirElemental Plane of Air
OrganizationSolitarySolitarySolitary
Challenge Rating135
TreasureNoneNoneNone
AlignmentUsually neutralUsually neutralUsually neutral
Advancement3
HD (Small)
5-7
HD (Medium)
9-15
HD (Large)
Level
Adjustment
 Air Elemental, HugeAir Elemental, GreaterAir Elemental, Elder
 Huge Elemental (Air, Extraplanar)Huge Elemental (Air, Extraplanar)Huge Elemental (Air, Extraplanar)
Hit Dice16d8+64 (136 hp)21d8+84 (178 hp)24d8+96 (204 hp)
Initiative+13+14+15
SpeedFly 100 ft. (perfect) (20 squares)Fly 100 ft. (perfect) (20 squares)Fly 100 ft. (perfect) (20 squares)
Armor
Class
21 (-2 size, +9 Dexterity, +4 natural), touch 17, flat-footed 1226 (-2 size, +10 Dexterity, +8 natural), touch 18, flat-footed 1627 (-2 size, +11 Dexterity, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple+12/+24+15/+28+18/+32
AttackSlam +19 melee (2d8+4)Slam +23 melee (2d8+5)Slam +27 melee (2d8+6)
Full Attack2 slams +19 melee (2d8+4)2 slams +23 melee (2d8+5)2 slams +27 melee (2d8+6)
Space/Reach15 ft./15 ft.15 ft./15 ft.15 ft./15 ft.
Special AttacksAir
mastery, whirlwind
Air
mastery, whirlwind
Air
mastery, whirlwind
Special QualitiesDamage reduction 5/-, Darkvision 60 ft., elemental traitsDamage reduction 10/-, Darkvision 60 ft., elemental traitsDamage reduction 10/-, Darkvision 60 ft., elemental traits
SavesFort +9, Ref +19, Will +5Fort +11, Ref +22, Will +9Fort +12, Ref +25, Will +10
AbilitiesStrength 18, Dexterity 29, Constitution 18, Intelligence 6, Wisdom 11, Charisma 11Strength 20, Dexterity 31, Constitution 18, Intelligence 8, Wisdom 11, Charisma 11Strength 22, Dexterity 33, Constitution 18, Intelligence 10, Wisdom 11, Charisma 11
SkillsListen +11, Spot +12Listen +14, Spot +14Listen +29, Spot +29
FeatsAlertness, Combat
Reflexes
, Dodge, Flyby
Attack
, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Alertness, Blind-Fight, Combat
Reflexes
, Flyby Attack, Improved Initiative B, Iron
Will
, Mobility, Power Attack, Spring Attack, Weapon
Finesse
B
Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby
Attack
, Improved Initiative B, Iron Will, Mobility, Power
Attack
, Spring Attack, Weapon
Finesse
B
EnvironmentElemental Plane of AirElemental Plane of AirElemental Plane of Air
OrganizationSolitarySolitarySolitary
Challenge Rating7911
TreasureNoneNoneNone
AlignmentUsually neutralUsually neutralUsually neutral
Advancement17-20 HD (Huge)22-23 HD (Huge)25-48 HD (Huge)
Level Adjustment
Elemental, Air
The Air. Oil on Canvas, 74,4 x 56 cm, Private Collection, Switzerland Date 1566 Giuseppe Arcimboldo (1527-1593)

Combat

Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its Fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Waterspouts over the Great Lakes.12/04/2004 National Oceanic and Atmospheric Administration

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can Fly is allowed a Reflex save each round to escape the whirlwind.

The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 pnalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes
   —–
Whirlwind —–
ElementalHeightWeightSave DCDamageHeight
Small4 ft.1 lb.111d410-20 ft.
Medium8 ft.2 lb.131d610-30 ft.
Large16 ft.4 lb.162d610-40 ft.
Huge32 ft.8 lb.222d810-50 ft.
Greater36 ft.10 lb.252d810-60 ft.
Elder40 ft.12 lb.282d810-60 ft.

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