Elemental Air Dragon
Huge elemental, neutral evil
Armor Class
15
Hit Points
312 (25d12 + 150)
Speed
40 ft., fly 80 ft.
STR
27 (+8)
DEX
20 (+5)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Damage Immunities
poison
Damage Resistances
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 24
Saving Throws
Dex +11, Con +12, Wis +8, Cha +10
Skills
Arcana +9, Nature +9, Perception +14, Stealth +11
Languages
Auran, Common
Challenge
17 (18,000 XP)
Innate Spellcasting. The elemental dragon’s innate spellcasting is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spell requiring no material components.
-
At will: gust of wind
-
3/day each: call lightning, wind wall
-
1/day each: control weather, plane shift
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Scalding Breath (Recharge 5–6). The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one.
Whirlwind (Recharge 5–6). The dragon creates a cyclone in a 30- foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not otherwise affected.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.