Elementals
<h1 class="name">Air Elemental</h1>
<div class="type">Large elemental, neutral</div>
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<div class="text"><strong>Armor Class</strong> 15</div>
<div class="text"><strong>Hit Points</strong> 90 (12d10 + 24)</div>
<div class="text"><strong>Speed</strong> 0 ft., fly 90 ft. (hover)</div>
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STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
14 (+2)
6 (-2)
10 (+0)
6 (-2)
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<div class="text"><strong>Damage Resistances</strong> lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</div>
<div class="text"><strong>Damage Immunities</strong> poison</div>
<div class="text"><strong>Condition Immunities</strong> exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</div>
<div class="text"><strong>Senses</strong> darkvision 60ft., passive Perception 10</div>
<div class="text"><strong>Languages</strong> Auran</div>
<div class="text"><strong>Challenge</strong> 5 (1,800 XP)</div>
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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.
<h2 class="actions-header">Actions</h2>
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.
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Earth Elemental
<span class="ability-score-name">STR</span>
<span class="ability-score-name">DEX</span>
<span class="ability-score-name">CON</span>
<span class="ability-score-name">INT</span>
<span class="ability-score-name">WIS</span>
<span class="ability-score-name">CHA</span>
<span class="ability-score-value">20 (+5)</span>
<span class="ability-score-value">8 (-1)</span>
<span class="ability-score-value">20 (+5)</span>
<span class="ability-score-value">5 (-2)</span>
<span class="ability-score-value">10 (+0)</span>
<span class="ability-score-value">5 (-2)</span>
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
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<h1 class="name">Water Elemental</h1>
<div class="type">Large elemental, neutral</div>
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<div class="text"><strong>Armor Class</strong> 14 (natural armor)</div>
<div class="text"><strong>Hit Points</strong> 114 (12d10 + 48)</div>
<div class="text"><strong>Speed</strong> 30 ft.</div>
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<div class="ability-scores">
<span class="ability-score-name">STR</span>
<span class="ability-score-name">DEX</span>
<span class="ability-score-name">CON</span>
<span class="ability-score-name">INT</span>
<span class="ability-score-name">WIS</span>
<span class="ability-score-name">CHA</span>
<span class="ability-score-value">18 (+4)</span>
<span class="ability-score-value">14 (+2)</span>
<span class="ability-score-value">18 (+4)</span>
<span class="ability-score-value">5 (-2)</span>
<span class="ability-score-value">10 (+0)</span>
<span class="ability-score-value">8 (-1)</span>
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<div class="text"><strong>Damage Resistances</strong> acid; bludgeoning, piercing, and slashing from nonmagical attacks</div>
<div class="text"><strong>Damage Immunities</strong> poison</div>
<div class="text"><strong>Condition Immunities</strong> exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</div>
<div class="text"><strong>Senses</strong> darkvision 60ft., passive Perception 10</div>
<div class="text"><strong>Languages</strong> Aquan</div>
<div class="text"><strong>Challenge</strong> 5 (1 ,800 XP)</div>
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<p><strong>Water Form.</strong> 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.</p>
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
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<h2 class="actions-header">Actions</h2>
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<p><strong>Multiattack.</strong> The elemental makes two slam attacks.</p>
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
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Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
The strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can't bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely. Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Air Elemental¶
An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.
An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.
Earth Elemental¶
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.
Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.
Fire Elemental¶
A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.
Water Elemental¶
A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.
Source: Monsters Manual, p. 123