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Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw.


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Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6). 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.


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The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind - Recharge 4. Each creature in the elemental's space must make a DC: 13 Strength saving throw.


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Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw.


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Air Form. 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. Actions. Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.


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Air Form. 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. Air Mastery. Creatures of size Large or smaller have disadvantage on attacks made against the elemental while flying.


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Air Elemental Actions Advertisement Create a free account ↓ Attributes Air Elemental Ready to play? Build unlimited D&D characters Create Now These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20.


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Welcome to a Air Elemental 5e Guide. Air Elemental, Serenity Turned Storm Air elementals are usually the first type of elemental, next to Earth's boulder bros, that an adventuring party will encounter.


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Air elemental Edit 5e 4e 2e 1e Various depictions of air elementals. Air elemental (Wind elemental) 5e 4e 3e 2e 1e 5th Edition Statistics Size Large Type Elemental Alignment Neutral Challenge rating 5 General Information Movement Flying Vision Darkvision Diet


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Proficiency Bonus +3. Invisibility. The stalker is invisible. Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.


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Air elementals hail from the Elemental Plane of Air - an endless skyrealm filled with floating earthmotes and the realms of aerial denizens like djinn. Here, the element of air exists in its purest primordial form. Elementals are living incarnations of their native elemental essences.


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An air elemental can be captured in a magic item, such as a bottle, a ring, or a weapon, and used as a source of wind magic or flight. An air elemental can also be slain and its remains used as a material component for spells or rituals that involve air or wind. Air Elemental is employed as component to empower the following spells: Find Familiar


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Air Form. 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. Actions. Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6).