


Whirlwind flings creatures that fail their Strength saving throws up to 20 feet “in a random direction.” It’s interesting that the text specifies a random direction but seems to leave the distance up to the dungeon master’s discretion. Therefore, an air elemental will use this ability whenever (a) it has it available and (b) two or more of its opponents are within a single 10-foot square (or a triangle of three 5-foot hexes). From the “Targets in Areas of Effect” table on page 249 of the Dungeon Master’s Guide, we can calculate that a spell whose effect covered the same area as an air elemental would typically be expected to affect two people. Their Air Form feature allows them to occupy the same space as a hostile creature, and their Whirlwind feature allows them to affect creatures “in the elemental’s space,” meaning in all the squares (or hexes) they occupy. Air elementals are Large creatures, meaning they take up four 5-foot squares (or three 5-foot hexes). Their Strength and Constitution are also high, but the contour of their physical abilities suggests a combat style based on being fast and hard to hit.įrom the fact that it recharges, we can infer that the Whirlwind feature is the air elemental’s most favored weapon. They’re also indiscriminate in their target selection and may or may not keep attacking the same opponent round after round.Īir elementals are distinguished by their wicked fast 90-foot flying speed (their only form of movement) their extremely high Dexterity their resistance to lightning and thunder damage their immunity to grappling, restraint and falling prone and their Air Form and Whirlwind features. Consequently, elementals will fight to the death with zero concern for damage to themselves. If they’re destroyed, they get exactly what they want. They have no particular survival instinct-on the contrary, they’re bound to the will of their summoners and peevish about it, and what they want more than anything is to get back to the plane they came from. Beyond that, the elements they’re generated from grant them additional powers and influence their manner of movement and fighting.Įlementals are summoned spirits, not evolved creatures. Each is physically powerful in some way, not too bright, able to see in the dark, capable of two melee attacks in a turn, resistant to physical damage from nonmagical weapons, and immune to exhaustion, paralysis, petrifaction, poisoning and unconsciousness.

Elementals are spirits of air, fire, water and earth, usually summoned to do a spellcaster’s bidding.
