Air Elemental — Living Storm and Whirlwind

Air elemental rising as a figure of violent swirling cloud and wind
A creature of wind gathers around a storm’s changing centre.

Bestiary • Outsiders • Elementals

The wind turns against the travellers. Grass flattens in rings, loose stones lift from the road, and a roaring column of air draws itself into the suggestion of a face. An air elemental is living weather with enough will to guard a place, pursue an enemy or refuse a summoner’s command.

Air Elemental at a Glance

IdentityLiving elemental air; not a mortal, ordinary storm or genie
Size and typeLarge Elemental in 5e; Large outsider in Pathfinder 1e; Large Elemental (Air, Extraplanar) in D&D 3.5e
TemperamentUsually neutral, restless, territorial when disturbed or bound
Combat roleRapid flying skirmisher; battlefield control through Whirlwind
SignatureAir Form, high flight speed and ability to lift or hurl foes
HabitatElemental Plane of Air
Campaign RangeNative to the Plane of Air; summoned or encountered at open high ridges, storm-wracked coasts and planar breaches in the mortal world
CR / XPCR 5 / 1,800 XP in both fifth editions; CR 5 / 1,600 XP in Pathfinder; CR 5 in 3.5e
TreasureNone naturally; a bound guardian may protect someone else’s property

Rules by Edition

Each edition uses its own whirlwind, immunities and damage types. Use the relevant panel rather than combining their strongest abilities.

Air Elemental — D&D 2024

Large Elemental, Neutral. Reference: 2024 Air Elemental (SRD 5.2.1).

Armor Class / Initiative15 / +5 (15)
Hit Points90 (12d10 + 24)
Speed10 ft.; Fly 90 ft. (hover)
Damage ResistancesBludgeoning, Lightning, Piercing, Slashing
ImmunitiesPoison and Thunder damage; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious conditions
Senses / LanguagesDarkvision 60 ft., Passive Perception 10; Primordial (Auran)
Challenge5 (1,800 XP); PB +3
STR / DEX / CON14 (+2) / 20 (+5) / 14 (+2)
INT / WIS / CHA6 (−2) / 10 (+0) / 6 (−2)

Trait — Air Form

It may occupy another creature’s space, and can pass through openings as small as one inch without using extra movement.

Actions

Multiattack. Two Thunderous Slam attacks.

Thunderous Slam. Melee Attack Roll +8, reach 10 ft.; Hit 14 (2d8 + 5) Thunder damage.

Whirlwind (Recharge 4–6). One Medium or smaller creature in the elemental’s space makes a DC 13 Strength saving throw. Failure: 24 (4d10 + 2) Thunder damage, pushed up to 20 feet straight away, and Prone. Success: half damage and neither other effect.

Air Elemental — D&D 5e / 2014

Large elemental, neutral. Reference: 2014 Air Elemental.

Armor Class15
Hit Points90 (12d10 + 24)
Speed0 ft.; fly 90 ft. (hover)
ResistancesLightning, Thunder; Bludgeoning, Piercing and Slashing from nonmagical attacks
ImmunitiesPoison damage; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious conditions
Senses / LanguagesDarkvision 60 ft.; Passive Perception 10; Auran
Challenge5 (1,800 XP); PB +3
STR / DEX / CON14 (+2) / 20 (+5) / 14 (+2)
INT / WIS / CHA6 (−2) / 10 (+0) / 6 (−2)

Trait — Air Form

The elemental may enter and stop in the space of a hostile creature, and move through gaps one inch wide without squeezing.

Actions

Multiattack. Two Slam attacks.

Slam. Melee Weapon Attack +8, reach 5 ft.; Hit 14 (2d8 + 5) bludgeoning.

Whirlwind (Recharge 4–6). Each creature in the elemental’s space makes a DC 13 Strength saving throw. Failure: 15 (3d8 + 2) bludgeoning, thrown up to 20 feet in a random direction and knocked prone. Hitting an obstacle adds 1d6 bludgeoning per 10 feet thrown; striking another creature may knock that creature prone after a DC 13 Dexterity save. Success: half initial damage, not thrown or prone.

Air Elemental — Pathfinder 1e

Large Air Elemental CR 5 • XP 1,600 • N Large outsider (air, elemental, extraplanar). Source: Pathfinder Bestiary.

Initiative and SensesInit +11; darkvision 60 ft.; Perception +11
DefenseAC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, −1 size); hp 68 (8d10 + 24); Fort +9, Ref +13, Will +2; DR 5/—; elemental immunities
OffenseFly 100 ft. (perfect); melee 2 slams +14 (1d8 + 4); space/reach 10 ft./10 ft.; whirlwind (DC 18)
StatisticsStr 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11; Base Atk +8; CMB +13; CMD 31
FeatsCombat Reflexes, Dodge, Flyby Attack, Improved Initiative (B), Mobility, Weapon Finesse (B)
SkillsAcrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
EcologyPlane of Air; solitary, pair or gang (3–8); no treasure
LanguagesAuran

Special Abilities

Air Mastery (Ex). An airborne creature takes −1 to attack and damage rolls against the elemental. Whirlwind (Su). Once per 10 minutes it can take whirlwind form for up to one round per two Hit Dice, potentially damaging, lifting and carrying smaller creatures. For this Large exemplar, the Reflex save DC is 18. It may not make its usual slams while in this form.

Pathfinder sizes: Small to Elder
SmallCR 1, 400 XP; 13 hp; AC 17; slam +6 (1d4+1); whirlwind DC 12
MediumCR 3, 800 XP; 30 hp; AC 19; slam +9 (1d6+3); whirlwind DC 14
LargeCR 5, 1,600 XP; 68 hp; AC 21; 2 slams +14 (1d8+4); whirlwind DC 18
HugeCR 7, 3,200 XP; 95 hp; AC 22; 2 slams +17 (2d6+6); whirlwind DC 21
GreaterCR 9, 6,400 XP; 123 hp; AC 25; 2 slams +21 (2d8+7); whirlwind DC 23
ElderCR 11, 12,800 XP; 152 hp; AC 28; 2 slams +25 (2d8+9); whirlwind DC 27

All six use a fly speed of 100 ft. (perfect), with size-specific space, reach, saves and feats in the linked Bestiary.

Full edition-native statistics for each other published size appear below. The Large CR 5 form is shown in the main block above.

Small Air Elemental — CR 1

Small Air Elemental CR 1

XP 400 • N Small outsider (air, elemental, extraplanar)

Init / Senses+7; darkvision 60 ft.; Perception +4
DefenseAC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size); hp 13 (2d10+2); Fort +4, Ref +6, Will +0; immune to elemental traits; air mastery
OffenseFly 100 ft. (perfect); slam +6 (1d4+1); space/reach 5 ft./5 ft.; Whirlwind (DC 12)
StatisticsStr, Dex, Con, Int, Wis, Cha: 12,17,12,4,11,11; Base Atk +2; CMB +2; CMD 15
FeatsFlyby Attack; Improved Initiative (B); Weapon Finesse (B)
SkillsAcrobatics +7; Escape Artist +7; Fly +17; Knowledge (planes) +1; Perception +4; Stealth +11
EcologyPlane of Air; solitary, pair or gang (3–8); treasure none
Special AbilitiesAir Mastery (Ex); Whirlwind (Su), as described for the Large form
Medium Air Elemental — CR 3

Medium Air Elemental CR 3

XP 800 • N Medium outsider (air, elemental, extraplanar)

Init / Senses+9; darkvision 60 ft.; Perception +7
DefenseAC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural); hp 30 (4d10+8); Fort +6, Ref +9, Will +1; immune to elemental traits; air mastery
OffenseFly 100 ft. (perfect); slam +9 (1d6+3); space/reach 5 ft./5 ft.; Whirlwind (DC 14)
StatisticsStr, Dex, Con, Int, Wis, Cha: 14,21,14,4,11,11; Base Atk +4; CMB +6; CMD 22
FeatsDodge; Flyby Attack; Improved Initiative (B); Weapon Finesse (B)
SkillsAcrobatics +11; Escape Artist +9; Fly +17; Knowledge (planes) +1; Perception +7; Stealth +10
EcologyPlane of Air; solitary, pair or gang (3–8); treasure none
Special AbilitiesAir Mastery (Ex); Whirlwind (Su), as described for the Large form
Huge Air Elemental — CR 7

Huge Air Elemental CR 7

XP 3,200 • N Huge outsider (air, elemental, extraplanar)

Init / Senses+13; darkvision 60 ft.; Perception +13
DefenseAC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, −2 size); hp 95 (10d10+40); Fort +11, Ref +16, Will +5; DR 5/—; immune to elemental traits; air mastery
OffenseFly 100 ft. (perfect); 2 slams +17 (2d6+6); space/reach 15 ft./15 ft.; Whirlwind (DC 21)
StatisticsStr, Dex, Con, Int, Wis, Cha: 22,29,18,6,11,11; Base Atk +10; CMB +18; CMD 38
FeatsCombat Reflexes; Dodge; Flyby Attack; Improved Initiative (B); Iron Will; Mobility; Weapon Finesse (B)
SkillsAcrobatics +18; Escape Artist +18; Fly +23; Knowledge (planes) +7; Perception +13; Stealth +9
EcologyPlane of Air; solitary, pair or gang (3–8); treasure none
Special AbilitiesAir Mastery (Ex); Whirlwind (Su), as described for the Large form
Greater Air Elemental — CR 9

Greater Air Elemental CR 9

XP 6,400 • N Huge outsider (air, elemental, extraplanar)

Init / Senses+14; darkvision 60 ft.; Perception +16
DefenseAC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, −2 size); hp 123 (13d10+52); Fort +12, Ref +18, Will +6; DR 10/—; immune to elemental traits; air mastery
OffenseFly 100 ft. (perfect); 2 slams +21 (2d8+7); space/reach 15 ft./15 ft.; Whirlwind (DC 23)
StatisticsStr, Dex, Con, Int, Wis, Cha: 24,31,18,8,11,11; Base Atk +13; CMB +22; CMD 43
FeatsBlind-Fight; Combat Reflexes; Dodge; Flyby Attack; Improved Initiative (B); Iron Will; Mobility; Power Attack; Weapon Finesse (B)
SkillsAcrobatics +25; Escape Artist +23; Fly +27; Knowledge (planes) +12; Perception +16; Stealth +15
EcologyPlane of Air; solitary, pair or gang (3–8); treasure none
Special AbilitiesAir Mastery (Ex); Whirlwind (Su), as described for the Large form
Elder Air Elemental — CR 11

Elder Air Elemental CR 11

XP 12,800 • N Huge outsider (air, elemental, extraplanar)

Init / Senses+15; darkvision 60 ft.; Perception +19
DefenseAC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, −2 size); hp 152 (16d10+64); Fort +14, Ref +21, Will +7; DR 10/—; immune to elemental traits; air mastery
OffenseFly 100 ft. (perfect); 2 slams +25 (2d8+9); space/reach 15 ft./15 ft.; Whirlwind (DC 27)
StatisticsStr, Dex, Con, Int, Wis, Cha: 28,33,18,10,11,11; Base Atk +16; CMB +27; CMD 49
FeatsBlind-Fight; Cleave; Combat Reflexes; Dodge; Flyby Attack; Improved Initiative (B); Iron Will; Mobility; Power Attack; Weapon Finesse (B)
SkillsAcrobatics +30; Escape Artist +30; Fly +34; Knowledge (planes) +19; Perception +19; Stealth +22
EcologyPlane of Air; solitary, pair or gang (3–8); treasure none
Special AbilitiesAir Mastery (Ex); Whirlwind (Su), as described for the Large form

Whirlwind height by size: Small 10–20 ft.; Medium 10–30 ft.; Large 10–40 ft.; Huge 10–50 ft.; Greater 10–60 ft.; Elder 10–60 ft. Whirlwind save DCs are included with each profile above.

Rules reference: Pathfinder Bestiary — Air Elemental.

Air Elemental — D&D 3.5e

Large Air Elemental, CR 5. Source: 3.5 SRD — Elementals.

Size/TypeLarge Elemental (Air, Extraplanar)
Hit Dice8d8 + 24 (60 hp)
Initiative+11
SpeedFly 100 ft. (perfect)
Armor Class20 (−1 size, +7 Dex, +4 natural); touch 16; flat-footed 13
Base Attack/Grapple+6 / +12
AttackSlam +12 melee (2d6 + 2)
Full Attack2 slams +12 melee (2d6 + 2)
Space/Reach10 ft. / 10 ft.
Special AttacksAir mastery; whirlwind
Special QualitiesDR 5/—; darkvision 60 ft.; elemental traits
SavesFort +5, Ref +13, Will +2
AbilitiesStr 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
SkillsListen +5, Spot +6
FeatsCombat Reflexes, Dodge, Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
EnvironmentElemental Plane of Air
OrganizationSolitary
Challenge Rating5
TreasureNone
AlignmentUsually neutral
Advancement9–15 HD (Large)
Level Adjustment—

Combat and Abilities

Air Mastery (Ex). Airborne opponents have −1 on attack and damage rolls against the elemental. Whirlwind (Su). Once every 10 minutes, the elemental can become a whirlwind for up to one round per two Hit Dice. For the Large form, the whirlwind deals 2d6 damage, and Reflex DC 16 determines whether smaller creatures are battered or caught aloft. Flying captives can attempt to escape. Trapped spellcasters face a Concentration check (DC 15 + spell level). A ground-touching vortex raises obscuring debris. The elemental cannot make slams in whirlwind form.

All six D&D 3.5e size variants
SmallCR 1; 9 hp (2d8); AC 17; slam +5 (1d4); whirlwind DC 11
MediumCR 3; 26 hp (4d8+8); AC 18; slam +8 (1d6+1); whirlwind DC 13
LargeCR 5; 60 hp (8d8+24); AC 20; 2 slams +12 (2d6+2); whirlwind DC 16
HugeCR 7; 136 hp (16d8+64); AC 21; 2 slams +19 (2d8+4); whirlwind DC 22
GreaterCR 9; 178 hp (21d8+84); AC 26; 2 slams +23 (2d8+5); whirlwind DC 25
ElderCR 11; 204 hp (24d8+96); AC 27; 2 slams +27 (2d8+6); whirlwind DC 28

All sizes fly at 100 ft. (perfect), have the Air Mastery trait, and speak Auran. The size-specific stat blocks and feats follow below.

Full traditional 3.5e statistics for each other published size appear below; see the main block above for the Large exemplar.

Small Air Elemental — CR 1

Small Air Elemental

Size/TypeSmall Elemental (Air, Extraplanar)
Hit Dice2d8 (9 hp)
Initiative+7
SpeedFly 100 ft. (perfect)
Armor Class17 (+1 size, +3 Dex, +3 natural); touch 14; flat-footed 14
Base Attack/Grapple+1 / −3
Attackslam +5 melee (1d4)
Full AttackOne slam +5 melee (1d4)
Space/Reach5 ft./5 ft.
Special AttacksAir mastery; whirlwind (DC 11; 1d4; 10–20 ft.)
Special Qualitiesdarkvision 60 ft.; elemental traits
SavesFort +0, Ref +6, Will +0
AbilitiesStr, Dex, Con, Int, Wis, Cha: 10, 17, 10, 4, 11, 11
SkillsListen +2; Spot +3
FeatsFlyby Attack; Improved Initiative (B); Weapon Finesse (B)
EnvironmentElemental Plane of Air
OrganizationSolitary
Challenge Rating1
TreasureNone
AlignmentUsually neutral
Advancement3 HD (Small)
Level Adjustment—

Combat. Air Mastery (Ex) imposes a −1 penalty on airborne foes’ attack and damage rolls. Whirlwind (Su) functions as in the CR 5 description above, using this size’s DC, damage and height.

Medium Air Elemental — CR 3

Medium Air Elemental

Size/TypeMedium Elemental (Air, Extraplanar)
Hit Dice4d8+8 (26 hp)
Initiative+9
SpeedFly 100 ft. (perfect)
Armor Class18 (+5 Dex, +3 natural); touch 15; flat-footed 13
Base Attack/Grapple+3 / +4
Attackslam +8 melee (1d6+1)
Full AttackOne slam +8 melee (1d6+1)
Space/Reach5 ft./5 ft.
Special AttacksAir mastery; whirlwind (DC 13; 1d6; 10–30 ft.)
Special Qualitiesdarkvision 60 ft.; elemental traits
SavesFort +3, Ref +9, Will +1
AbilitiesStr, Dex, Con, Int, Wis, Cha: 12, 21, 14, 4, 11, 11
SkillsListen +3; Spot +4
FeatsDodge; Flyby Attack; Improved Initiative (B); Weapon Finesse (B)
EnvironmentElemental Plane of Air
OrganizationSolitary
Challenge Rating3
TreasureNone
AlignmentUsually neutral
Advancement5–7 HD (Medium)
Level Adjustment—

Combat. Air Mastery (Ex) imposes a −1 penalty on airborne foes’ attack and damage rolls. Whirlwind (Su) functions as in the CR 5 description above, using this size’s DC, damage and height.

Huge Air Elemental — CR 7

Huge Air Elemental

Size/TypeHuge Elemental (Air, Extraplanar)
Hit Dice16d8+64 (136 hp)
Initiative+13
SpeedFly 100 ft. (perfect)
Armor Class21 (−2 size, +9 Dex, +4 natural); touch 17; flat-footed 12
Base Attack/Grapple+12 / +24
Attackslam +19 melee (2d8+4)
Full AttackTwo slams +19 melee (2d8+4)
Space/Reach15 ft./15 ft.
Special AttacksAir mastery; whirlwind (DC 22; 2d8; 10–50 ft.)
Special QualitiesDR 5/—; darkvision 60 ft.; elemental traits
SavesFort +9, Ref +19, Will +5
AbilitiesStr, Dex, Con, Int, Wis, Cha: 18, 29, 18, 6, 11, 11
SkillsListen +11; Spot +12
FeatsAlertness; Combat Reflexes; Dodge; Flyby Attack; Improved Initiative (B); Mobility; Spring Attack; Weapon Finesse (B)
EnvironmentElemental Plane of Air
OrganizationSolitary
Challenge Rating7
TreasureNone
AlignmentUsually neutral
Advancement17–20 HD (Huge)
Level Adjustment—

Combat. Air Mastery (Ex) imposes a −1 penalty on airborne foes’ attack and damage rolls. Whirlwind (Su) functions as in the CR 5 description above, using this size’s DC, damage and height.

Greater Air Elemental — CR 9

Greater Air Elemental

Size/TypeHuge Elemental (Air, Extraplanar)
Hit Dice21d8+84 (178 hp)
Initiative+14
SpeedFly 100 ft. (perfect)
Armor Class26 (−2 size, +10 Dex, +8 natural); touch 18; flat-footed 16
Base Attack/Grapple+15 / +28
Attackslam +23 melee (2d8+5)
Full AttackTwo slams +23 melee (2d8+5)
Space/Reach15 ft./15 ft.
Special AttacksAir mastery; whirlwind (DC 25; 2d8; 10–60 ft.)
Special QualitiesDR 10/—; darkvision 60 ft.; elemental traits
SavesFort +11, Ref +22, Will +9
AbilitiesStr, Dex, Con, Int, Wis, Cha: 20, 31, 18, 8, 11, 11
SkillsListen +14; Spot +14
FeatsAlertness; Blind-Fight; Combat Reflexes; Flyby Attack; Improved Initiative (B); Iron Will; Mobility; Power Attack; Spring Attack; Weapon Finesse (B)
EnvironmentElemental Plane of Air
OrganizationSolitary
Challenge Rating9
TreasureNone
AlignmentUsually neutral
Advancement22–23 HD (Huge)
Level Adjustment—

Combat. Air Mastery (Ex) imposes a −1 penalty on airborne foes’ attack and damage rolls. Whirlwind (Su) functions as in the CR 5 description above, using this size’s DC, damage and height.

Elder Air Elemental — CR 11

Elder Air Elemental

Size/TypeHuge Elemental (Air, Extraplanar)
Hit Dice24d8+96 (204 hp)
Initiative+15
SpeedFly 100 ft. (perfect)
Armor Class27 (−2 size, +11 Dex, +8 natural); touch 19; flat-footed 16
Base Attack/Grapple+18 / +32
Attackslam +27 melee (2d8+6)
Full AttackTwo slams +27 melee (2d8+6)
Space/Reach15 ft./15 ft.
Special AttacksAir mastery; whirlwind (DC 28; 2d8; 10–60 ft.)
Special QualitiesDR 10/—; darkvision 60 ft.; elemental traits
SavesFort +12, Ref +25, Will +10
AbilitiesStr, Dex, Con, Int, Wis, Cha: 22, 33, 18, 10, 11, 11
SkillsListen +29; Spot +29
FeatsAlertness; Blind-Fight; Cleave; Combat Reflexes; Flyby Attack; Improved Initiative (B); Iron Will; Mobility; Power Attack; Spring Attack; Weapon Finesse (B)
EnvironmentElemental Plane of Air
OrganizationSolitary
Challenge Rating11
TreasureNone
AlignmentUsually neutral
Advancement25–48 HD (Huge)
Level Adjustment—

Combat. Air Mastery (Ex) imposes a −1 penalty on airborne foes’ attack and damage rolls. Whirlwind (Su) functions as in the CR 5 description above, using this size’s DC, damage and height.

Rules source: D&D 3.5e SRD — Air Elementals.

Appearance

No two air elementals must look alike. One resembles a narrow dust devil with dark hollows for eyes; another is a broad column of cloud and vapour that briefly takes the shape of a bird. Loose leaves, ash or moisture make the winds visible. When the air is clear, only the damage it causes and the movement of everything around it may reveal its outline.

Air elemental with a second distinct shape of cloud and rushing wind
Another form drawn from the same living element of air.

Where Air Elementals Are Found

The Elemental Plane of Air is their natural home. Elsewhere, elementals are most often called through deliberate magic, leak through an unstable passage between planes or linger where a ward has trapped them. A gale is not by itself an elemental, and an elemental may be present even on a calm day.

On high passes, cliffs and exposed islands a wandering manifestation can change a safe road into a desperate crossing. Such appearances are local events and need not mean entire regions are permanently haunted. The djinni and sylph share themes of air but are not interchangeable forms of this creature.

Some air elementals are called into the service of Zeus, lord of storms and skies. That service reflects a particular divine command or allegiance; it does not make every air elemental on its native plane a servant of one god.

Behaviour

An unbound air elemental normally travels by following open currents and resists confinement. It may disregard an entire caravan that leaves a pass clear, yet lash out at a creature that blocks a narrow breach to its home plane. A bound one obeys the limits of its summoning and can be made to defend a doorway or patrol the same parapet endlessly. Such obedience does not imply affection for its master.

It can speak Auran, though a being made of wind need not want conversation. Attempts to bargain work best when the characters can release it, open a passage or persuade its summoner to give a different command.

Warning Signs

A hanging banner blows against the prevailing wind. Dust rises in a tight spiral. The stones on a ledge rattle one after another. A cautious elemental may knock away an unneeded torch or dislodge loose rubbish as a warning before closing on intruders.

If Violence Starts

Its first targets are usually those who block its path, threaten its charge or remain separated from their allies. It takes advantage of flight and awkward footing, circling above obstacles rather than remaining in reach of grounded melee fighters. In fifth edition it alternates ordinary strikes with a recharged Whirlwind. In Pathfinder and 3.5e its longer whirlwind form can carry smaller creatures, making wide open or elevated ground exceptionally dangerous.

When free to choose, a badly injured elemental can retreat through a narrow gap or rise away from the battlefield. When bound to protect a ward, it may fight until the order ends. It need not be suicidal simply because it is neutral or summoned.

Using an Air Elemental in Play

Mountain crossingA creature spirals above a narrow bridge. Describe the gusts first; rope, alternate paths and negotiation should matter.
Broken observatoryA summoned guardian circles a ruined tower in a fixed pattern. Discovering its command can avert battle.
Harbour warehouseAn elemental occupies a storehouse, threatening neighbouring roofs if attacked recklessly.
Plane breachThe spirit is defending its route home, not hunting people. Closing the breach without trapping it can resolve the scene.

Challenge and Counterplay

CR 5 describes the published Large exemplar, but each ruleset has its own encounter-building methods. A cliff edge, widespread falling hazards or an open sky can make the fight far harder than a featureless chamber. A tight winding stair, binding circle, closed ironwork without gaps or access to the elemental’s summoner may give players other options. In fifth edition, a one-inch opening is not enough to stop its Air Form.

Adventure Hooks

  • The Silent Bells. Cliffside alarm bells ring in still weather; a captive wind spirit is struggling against an old seal.
  • The Ship That Will Not Sail. A harbour is trapped under one unchanging circular gale. A bargain made by its former master has not been honoured.
  • The Broken Summons. An abandoned watchtower has a loyal elemental guardian still waiting for its summoner’s return.
  • The Lost Crossing. A violent gust keeps turning travellers away from a mountain path hiding something more dangerous than the elemental.
  • The Stolen Chart. A wind elemental carries fragments of a sky map torn from an observatory into the clouds.
  • The Open Gate. The elemental can return home only if someone repairs the portal it has been guarding.

After the Encounter

Defeated air elementals leave no bones and do not keep natural treasure. Anything valuable found near them usually belongs to a ruin, traveller or summoner. Releasing an elemental instead of destroying it may leave a useful memory of mercy, but does not make it a tame creature.

Storm-Touched Air Elemental — Optional Variant

A violent magical storm may produce an unusually destructive manifestation. A storm-touched elemental can wield additional powers that are not part of the ordinary CR 5 Air Elemental. Use the abilities below only for a deliberately tougher encounter.

Storm-powered abilities and legendary actions

Flying Stealth. In the older optional design, the creature can Hide in flight and is proficient in Stealth when airborne. This is not part of either standard fifth-edition stat block.

Lightning storm rider. That optional design also granted temporary hit points linked to its Lightning Absorption and Lightning Storm combination; use the original version as a separate high-powered monster, not as an extra action for a CR 5 elemental.

Storm-touched profileMedium Elemental, Neutral; AC 15; 90 hp (12d8 + 36); Fly 90 ft. (hover); Str 10, Dex 20, Con 16, Int 6, Wis 14, Cha 10
Whirlwind SlamTwo attacks, +8 to hit; 2d8+5 bludgeoning plus 1d8 thunder; DC 16 Strength save or prone and pushed 10 ft.
Whirlwind AuraAt start of its turn, creatures within 10 ft. make DC 16 Dex saves or take 1d8 bludgeoning and are pushed 10 ft.
Lightning AbsorptionRegains hit points equal to half the lightning damage it would take.
Gust of Wind (Recharge 5–6)30-ft. by 10-ft. line, DC 16 Strength, 4d8 bludgeoning; pushes 20 ft. on failure.
Lightning Storm (Recharge 6)Creatures within 60 ft. make DC 16 Dexterity saves against 6d8 lightning, half on success.
Storm Dash (Bonus Action)Dash without opportunity attacks, leaving a damaging path (DC 14 Dexterity or 1d12 thunder).
Legendary ActionsThree actions each round: Flying Strike (move and Slam), Gust of Wind (2 actions), Thunderous Roar (3 actions, 20-ft. radius, DC 16 Constitution or 4d6 thunder and deafened).

Combining these powers with multiattack, area effects and legendary actions creates a much stronger foe. Its challenge should be reassessed before play; do not use the normal CR 5 encounter budget for this variant.

Mythology and Historical Inspiration

Wind has long served as a personified power in stories and allegories. The later Paracelsian tradition of sylphs, spirits associated with the air, developed in the sixteenth century and is not itself evidence for a particular elemental crossing in the campaign’s era. Distinguish accounts of natural winds from the existence of creatures of the Plane of Air.

Giuseppe Arcimboldo's allegory Air, a composite portrait made from birds, possibly 1566
After Giuseppe Arcimboldo, Air (possibly 1566); a later allegory, not a depiction of a specific elemental. Artwork provenance.

Related Entries

Further Video References

For tabletop tactics, see Air elemental video reference (first). For painting the miniature, see Air elemental video reference (second). These videos are supplementary demonstrations rather than game-rule authorities.

Sources and Licensing

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Fifth-edition statistics are separately restated from D&D SRD 5.2.1 (2024) and SRD 5.1 (2014), attributed to Wizards of the Coast under CC BY 4.0; the narrative and tab presentation are adapted. Pathfinder 1e statistics follow the Pathfinder Bestiary and D&D 3.5e those of the 3.5 SRD, both with applicable Open Game License provenance. The optional storm-powered abilities above are separate, nonstandard rules preserved from this entry. Original air elemental illustrations are retained. Arcimboldo image provenance is linked beside the historical image.

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