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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 and end its turn in other creatures' spaces and pass through an opening as narrow as 1 inch wide without squeezing.. Level Up: Advanced 5th Edition is an "advanced", standalone version of the 5E ruleset. It adds more customization and depth to the game. A5E is 100% compatible with 5E, however, it is a core.


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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 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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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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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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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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Air Elemental Challenge 5 (1,800 XP), Large elemental , neutral HP90 (12d10) AC15 SPDfly 90 ft. (hover) Ability Scores Senses Darkvision 60 ft., passive perception 10 Languages Auran Damage Resistances lightning; thunder; bludgeoning, piercing, and slashing from nonmagical weapons


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Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target was already hit by a minor air elemental's slam attack this turn, it must make a successful DC 11 Strength saving throw or fall prone. Minor air elementals are rarely seen on the Material Plane, as they are usually content to drift by on.


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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).


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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.