This page on the homebrewery.

I've written a bunch of stuff for the other elemental planes too, but boy is the plane of elemental air empty. I suppose that's good for the theming, but a massive hassle for filling out encounter tables. So, a whole bunch of additional stuff. Everything below is from older editions of D&D.

Creatures of the elemental type, which do not have a culture or settlements:
Spoiler: Aerial Servant
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Spoiler: Fluff
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Malevolent elementals found on the plane of air, aerial servant feed on the movement of air masses, drawing them toward storms and rapid currents. Summon by evil mages to hunt down otherwise difficult to reach targets, aerial servants.
Medium elemental (air), neutral evil

Armor Class 14
Hit Points 45 (7d8 + 14)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 7 (-2) 10 (+0) 4 (-3)
  • Skills: Stealth +6
  • Damage Resistances: Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities: Poison
  • Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: Auran
  • Challenge: 3 (700 XP)
Air Form. The aerial servant 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
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the aerial servant can’t constrict another target.

Throttle. The aerial servant makes a grab attack against one creature it is grappling. On a hit, the target begins suffocating and can’t speak until the grapple ends.
Spoiler: Belker
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Spoiler: Fluff
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Smoke elementals with an appearance similar to demons, belker hunt through the great conflagration and into bordering areas of the planes of air and fire. Subsisting on whatever they can catch, belker are rarely summoned and sought less often.

Autonomous. Belker are rarely willing to hunt with each other, much less work with other elemental creatures. Their only real position in regard to other races of the inner planes is their hatred of the efreet after centuries of attempts by these genies to enslave the belker.
Large elemental (air, fire), neutral evil

Armor Class 13
Hit Points 57(6d10 + 24)
Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 19 (+4) 9 (-1) 12 (+1) 5 (-3)
Damage Resistances: Lightning; Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision 60 ft., passive Perception 11
Languages: Understands ingan and auran but can’t speak
Challenge: 5 (3601 XP)
Smoke Form. The belker can move through a space that fits a small creature without squeezing. A creature that touches the belker or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature must make a DC 15 Constitution saving throw or be blinded for 1 minute.

Sootsight. Soot and smoke don’t impede the belker’s sight.

Windblown Form. When attempting to move through a wind of moderate speed (at least 10 miles per hour) the belker’s speed is halved. A belker cannot enter into an area with wind of high speed (at least 20 miles per hour).

Actions
Multiattack. The belker makes two attacks with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3).

Ashcloud (Refreshes on a 6). The belker blows burning ash in a 30 foot cone. Each creature in the cone must make a DC 14 Constitution saving throw. Ona failed save the target takes 14 (4d6) fire damage and is blinded until the end of the belker’s next turn. On a success the target takes half as much damage and isn’t blinded.
Spoiler: Blackstorm
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Spoiler: Fluff
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Powerful elementals resembling sandstorms, blackstorms are innately capable of dispelling magic in their vicinity, making them difficult to battle. Desiring only destruction in the short periods they spend awake, blackstorms only negotiate with other creatures for their own entertainment before wiping out whatever creatures were foolish enough to attempt such a thing.


Huge elemental (air), chaotic evil

Armor Class 16
Hit Points 123 (13d12+39)
Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 23 (+6) 17 (+3) 12 (+1) 14 (+2) 11 (+0)
Damage Resistances: Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Acid, Lightning
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Slowed, Unconscious
Senses: darkvision 60 ft., passive Perception 12
Languages: Auran
Challenge: 10 (5,900 XP)
Air Form. The blackstorm can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Sandstorm. Each creature which starts its turn or enters within 60 feet of the blackstorm on a turn takes 9 (2d8) slashing damage.

Actions
Multiattack. The blackstorm makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage and 5 (2d4) slashing damage.

Whirlwind (Recharge 3–6). Each creature in the blackstorm’s space must make a DC 14 Strength saving throw. On a failure, a target takes 16 (2d8 + 6) bludgeoning damage, 5 (2d4) slashing damage, and is flung up 20 feet away from the blackstorm 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 14 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.

Bonus Actions
Dispel Magic. The blackstorm casts the dispel magic spell.
Spoiler: Wind Walker
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Spoiler: Fluff
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Elementals in the form of writhing snakes, djinn keep wind walkers for the purpose of driving clouds where the djinn wish. Wind walkers are also commonly found across the plane of air.

Serpentine Form. Wind walkers take the form of air spinning in a funnel no more than two feet across, ending in piercing fanglike billows.
Medium elemental (air), neutral

Armor Class 15
Hit Points 60 (11d8+11)
Speed 0 ft., fly 60 ft.
STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 13 (+1) 8 (-1) 13 (+1) 11 (+0)
SkillsAthletics +4, Perception +3
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Lightning, Poison, Thunder
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision 60 ft., passive Perception 13
Languages: Understands Auran but can’t speak
Challenge: 4 (1,100 XP)
Battering Winds. A creature that starts its turn grappled by the wind walker takes 9 (2d8) bludgeoning damage.

Control Winds (3/day). The wind walker’s innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the control winds spell, requiring no components.

Evasion. If the wind walker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the wind walker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions
Multiattack. The wind walker makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is deafened, and the wind walker can’t constrict another target.


Creatures which form communities of at least some size, even if I only think the Contended Shockers are the only ones to meet the players peacefully:
Spoiler: Contented Shocker
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Spoiler: Fluff
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Creatures made of lightning native to the plane of air, most shockers are content to live out their days within storms on their home plane, keeping the storms in which they dwell away from their neighbors in exchange for news and peace.
Medium elemental (air), neutral

Armor Class 13
Hit Points 40 (9d8)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 10 (+1) 11 (+0) 11 (+0)
Skills: Perception +2
Damage Resistances: Cold, Fire, Thunder
Damage Immunities: Lightning, Poison
Senses: darkvision 60 ft., passive Perception 12
Languages: Auran
Challenge: 2 (450 XP)
Charged Body. A creature that touches the shocker or hits it with a melee attack while within 5 feet of it takes 6 (1d12) lightning damage.

Charged Weapons. When the shocker hits with a metal melee weapon, it deals an extra 4 (1d8) lightning damage (included in the attack).

Actions
Spark. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 7 (1d8+3) lightning damage and the target can’t take reactions until the end of the shocker’s turn.
Spoiler: Shocker Sojourner
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Spoiler: Fluff
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Sojouners. A few shockers develop a yearning to see the world beyond their homes. Arming themselves with metal whips and armor which complements their natural defenses, these shockers travel beyond their home plane to see what they rest of the multiverse has to offer.
Medium elemental (air), chaotic neutral

Armor Class 18 (shield, chain mail)
Hit Points 55 (10d8+10)
Speed 20 ft., fly 50 ft.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 10 (+1) 12 (+1) 11 (+0)
Skills: Perception +3
Damage Resistances: Cold, Fire, Thunder
Damage Immunities: Lightning, Poison
Senses: darkvision 60 ft., passive Perception 13
Languages: Auran
Challenge: 3 (700 XP)
Charged Body. A creature that touches the shocker or hits it with a melee attack while within 5 feet of it takes 6 (1d12) lightning damage.

Charged Weapons. When the shocker hits with a metal melee weapon, it deals an extra 4 (1d8) lightning damage (included in the attack).

Actions
Multiattack. The shocker makes two attacks with its whip or spark, in any combination.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage and 4 (1d8) lightning damage.

Spark. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 7 (1d8+3) lightning damage and the target can’t take reactions until the end of the shocker’s turn.
Spoiler: Thunder Child
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Small elemental (air), neutral evil

Armor Class 14
Hit Points 91 (14d6 + 42)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 17 (+3) 18 (+4) 8 (-1) 7 (-2)
Damage Resistances: Bludgeoning, Piercing and Slashing
Damage Immunities: Lightning Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Deafened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Auran
Challenge: 6 (2,300 XP)
Innate Spellcasting. The thunder child’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: catapult, cause fear, fog cloud, gust, gust of wind

1/day each: fear, storm sphere

Actions
Multiattack. The thunder child makes two shock attacks.

Shock. Ranged Weapon Attack: +7 to hit, range 30/90, one target. Hit: 14 (3d6 + 4) lightning damage and the target is must make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.


Creatures Tied to the Vaati. I've broken the "Wind Dukes" to be the Vaati ruling Aaqa, which hopefully makes sense both as a difference and provides a reason most creatures aren't aware of the difference.
Spoiler: Vaati Fluff
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Once the rulers across all four elemental planes and a number of worlds on the material plane, the lawful vaati were nearly wiped out in an ancient war against the amassed armies of the obyrinth demons, during which the rod of seven parts was shattered and the obyrinth general mishka the wolf spider was sealed away. Following this ancient war the remaining vaati, under the leadership of the remaining wind dukes, isolated themselves to their former capital of Aaqa.

Fractured Remnants. Only one or two vaati are born in a given century, giving the wind dukes little hope of restoring their ancient empire. Now, most of the vaati leadership restricts itself to the rule and organization of aaqa.

The Wendeam Cast. The cast most often found outside Aaqa, the wendeam have chosen a life of adventure. Most are seeking to find the pieces of the rod of seven parts, although a few seek to restore a portion of the ancient vaati empire or have left Aaqa for personal reasons. A few have drifted away from the neutrality on good and evil which forms a cetral part of vaati culture, creating additional friction between themselves and the rest of the vaati.

The Trygrideam Cast. The gardeners, farmers, and mediators among the vaati, the trygrideam maintain aaqa’s organized appearance and keep the vaati on peaceful terms with each other. Whatever contacts a wendeam vaati has in aaqa, they are most certainly memebers of this caste, as the trygrideam also remain keenly interested in keeping the rod of seven parts out of the hands of the Queen of Chaos.

The Wergedeam Cast. Made up of children and those who have not chosen to join a different cast, the wegedeam make up the largest proportion of the vaati population.
Spoiler: Wendeam Vaati
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Medium elemental (air), lawful good (50%) or lawful neutral (50%)

Armor Class 15
Hit Points 210 (20d8+120)
Speed 0 ft., fly 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 25 (+7) 22 (+6) 21 (+5) 21 (+5) 21 (+5)
Skills: Acrobatics +12, Insight +10, Perception +10
Damage Resistances: Cold, Fire; Bludgeoning, Piercing, and Slashing
Damage Immunities: Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision 60 ft., passive Perception 20
Languages: Abyssal, Auran, Common, Vaati
Challenge: 16 (15,000 XP)
Elemental Demise. If the vaati dies, its body disintegrates into a cool breeze, leaving behind only equipment the vaati was wearing or carrying.

Evasion. If the vaati is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the vaati instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Magic Tracking. The vaati can track traces of magic, including movement taken by the dimmension door, fly, and pass without trace spells in the same manner as normal tracks.

Innate Spellcasting. The vaati’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, gust of wind, misty step, thunderwave

3/day each: conjure elemental (air elemental only), control winds, create food and water, invisibility, lightning bolt, major image, thunder step, tongues, wind walk

1/day each: greater invisibility, plane shift, whirlwind

Actions
Multiattack. The vati makes three attacks with its longbow and scimitar, in any combination.

Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Scimitar. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 14 (2d6 + 7) slashing damage.

Bonus Actions
Calming Field. The air in a 15 foot radius becomes deathly still until the end of the vaati’s next turn, hedging out air elementals other than hounds of law and other vaati. All areas of wind intersecting the calmed air cease for the duration, and creatures within it gain immunity to thunder damage.
Spoiler: Trygrideam and Wergedeam Vaati
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Vaati of casts other than the wendeam differ from wendeam vaati in the following ways:
  • They are always lawful neutral
  • They speak Auran and Vaati
  • They lack the Magic Tracking trait
  • They are only proficient in Acrobatics and Perception
  • Their innate spellcasting does not include the greater invisibility, misty step, and tongues spells
  • They are CR 14 (11,500 XP)
Weregedeam vaati hve no additional traits, while Trygrideam vaati also have the Spellcasting trait as Druids of 13th level.
Spoiler: Hound of Law
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Spoiler: Fluff
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Bred by the vaati as companions and to track creatures across the planes, hounds of law ar actually tiny motes of light capable of assuming the forms of various animals for the purposes of aiding their sight, hearing, and scent.
Tiny elemental (air), lawful neutral

Armor Class 12
Hit Points 38 (11d4+11)
Speed 0 ft., fly 60 ft.
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 13 (+1)
Skills: Perception +5
Damage Resistances: Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Lightning, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses: truesight 60 ft., passive Perception 11
Languages: Understands auran and vaati but can’t speak
Challenge: 1/2 (100 XP)
Magic Tracking. The hound can track traces of magic, including movement taken by the dimension door, fly, and pass without trace spells in the same manner as normal tracks.

Variable Illumination. The hound sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The hound can alter the radius as a bonus action.

Actions
Change Shape (2/Day). The hound magically polymorphs into a beast with a challenge rating of 1/2 or less, and can remain in this form for up to 8 hours. The hound can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The hound reverts to its true form if it dies or falls unconscious. The hound can revert to its true form using a bonus action on its turn.

While in a new form, the hound retains its game statistics, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d6) lightning damage.


Creatures that do not have the elemental type:
Spoiler: Avariel
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Spoiler: Fluff
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Winged elves whose ancestors were nearly wiped out in a war against the dragons back during the ancient age of the dragon empire, a few avariel sites still exist on the material plane and on the plane of air.

Isolated and On Guard. The surviving avariel are few in number, and haven't managed to recover their numbers despite millennia. Still hunted by chromatic dragons, unwilling to take aid from other dragons, and vulnerable to the forces of lightning and thunder of the elementals that naturally occur on the plane of air, they keep their guard up even against potential allies. Only the aarakocra and vaati are received warmly to their homes.
Avariel NPCs
An avariel can be represented using a general NPC from Appendix B of the Monster Manual and Volo's Guide to Monsters, among other books. An Avariel NPC has the following traits.
  • speaks Auran and Elven
  • darkvision with a radius of 60 ft
  • a fly speed of 30 ft. while not wearing medium or heavy armor
  • the Fey Ancestry trait
Spoiler: Lillend
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Spoiler: Fluff
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Celestials enamored with the performing arts, lillendi seek out artists, artworks, and places of unspoiled wilderness to protect from those that would destroy them.
Large celestial, usually chaotic good or chaotic neutral

Armor Class 16 (natural armor)
Hit Points 105 (14d10+28)
Speed 20 ft., fly 70 ft.
STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 15 (+2) 14 (+2) 16 (+3) 18 (+4)
Saving Throws: CON +5, WIS +6, CHA +7
Skills: Nature +5, Perception +6, Performance +7
Damage Resistances: Fire, Radiant; Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Paralyzed, Poisoned
Senses: Truesight 60 ft., passive Perception 16
Languages: Auran, Celestial, Common
Challenge: 7 (2,900 XP)
Spellcasting. The lillend is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following bard spells:

Cantrips (at will): dancing lights, mage hand, message

1st level (4 slots): charm person, cure light wounds, detect magic, sleep

2nd level (3 slots): hold person, invisibility, shatter

Actions
Multiattack. The lillend makes three attacks: two with its longbow and shortsword in any combination and one to constrict.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) piercing damage.
Spoiler: Wyvern Hatchling
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Spoiler: Fluff
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Newborn wyverns don’t possess the hardened scales or raw strength of their parents, but are already highly able to fend off threats with the venom within their stinger.
Tiny dragon, unaligned

Armor Class 11 (natural armor)
Hit Points 21 (6d4+6)
Speed 10 ft., fly 20 ft.
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 13 (+1) 2 (-4) 8 (-1) 3 (-4)
Skills: Perception +1
Senses: darkvision 60 ft., passive Perception 11
Languages: –
Challenge: 1/2 (100 XP)
Actions
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1 (1d4-1) piercing damage.

Stinger. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1 (1d4-1) piercing damage. The target must make a DC 11 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.