Wild Shape form · 2014 rules

Air Elemental

Air Elemental is a CR 5 Large Elemental that can fly 90 ft. In the 2014 rules, only a Circle of the Moon druid can take it, from level 10, by spending two uses of Wild Shape at once.

Illustration of a air elemental

2014 rules · 5e

In the 2014 rules, only a Circle of the Moon druid can take it, from level 10, by spending two uses of Wild Shape at once.

Circle of the Moon · level 10
Armor Class
15The beast’s own armor
Hit Points
90 (12d10+24)The beast’s pool. At 0 you change back, and leftover damage carries to your own
Attacks
Slam +8, 2d8+5The beast’s own bonuses, as printed

Costs two uses of Wild Shape.

2014 rules · 5e · stat block from SRD 5.1

Air Elemental

Large Elemental · CR 5

  • Flight
  • Knocks Prone
  • Darkvision
  • High AC

Armor Class15

Hit Points90 (12d10+24) In the 2014 rules this pool is yours while transformed.

Speed0 ft, Fly 90 ft

  • STR14+2
  • DEX20+5
  • CON14+2

You keep your own Intelligence, Wisdom and Charisma, and your skill and saving throw proficiencies.

SensesDarkvision 60 ft., Passive Perception 10

Damage Resistanceslightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunitiespoison

Condition Immunitiesexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

LanguagesAuran

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 attack: d20 +8 · Reach 5 ft.

Damage: 2d8+5 Bludgeoning (average 14)

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.

Stat blocks from SRD 5.1 (CC BY 4.0), with the official 2014 errata where it applies. Circle of the Moon rules are summarized from the Player’s Handbook. Armor Class and hit points are worked out by the same rules engine as the Beastform app.