Air Elemental icon: a whirling tornado
Icon by Lorc, CC BY 3.0

Air Elemental 5e stat block

Large elemental, neutral · CR 5 · 2024 stat block below

Armor Class
15
Hit Points
90 (12d10+24)
Speed
0 ft., fly 90 ft. (hover)
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
14 (+2)20 (+5)14 (+2)6 (-2)10 (+0)6 (-2)
Damage resistances
lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Auran

Traits

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). 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. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

How many air elementals for a fight?

An air elemental is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many air elementals fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the air elemental compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the air elemental has more hit points than 7 of them, which makes it a little frailer than most at its CR. See every CR 5 monster.

StatisticAir ElementalCR 5 average
Armor Class1514.5
Hit points90102
Best attack bonus+8+7
Best save DC1315

Air Elemental 2024 stat block

The 2024 Monster Manual revised the air elemental, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
15
Hit Points
90 (12d10 + 24)
Speed
10 ft., fly 90 ft. (hover)
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
14 (+2)20 (+5)14 (+2)6 (-2)10 (+0)6 (-2)
Damage resistances
bludgeoning, lightning, piercing, slashing
Damage immunities
poison, thunder
Condition immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Primordial (Auran)

Traits

Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack. The elemental makes two Thunderous Slam attacks.

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

Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental’s space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only.

Similar monsters

Browse: all CR 5 monsters · elementals · every monster