Air Form: Actually, the air elemental can enter a hostile creature’s space and then stop there too. Without Squeezing it can move through the space as narrow as 1 inch wide.
Multiattack: This air elemental can make 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 and every creature which are in the elemental’s space should make a DC 13 Strength saving throw. Basically on a failure, a target will take 15 (3d8+2) bludgeoning damage and also it flung up to 20 feet away from this elemental in any direction (random direction) and also knocked prone.
Suppose a thrown target will be strike an object like a wall or floor and the target will take 3 (1d6) bludgeoning damage for each and every 10-feet what ever it was thrown before. At another creature if this target was thrown then that creature should be succeeded on DC 13 Dexterity Saving Throw or else it might take the similar damage and be knocked the prone.
Of course sometimes the saving throw might be successful and the target takes half bludgeoning damage and is not flung away or else knocked the prone too.
Air Elemental Monster 5e Attributes
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious.
Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Slam 1d20 + 8 2d8+5
Darkvision 60 Ft.
Fly 90 ft. (hover)
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