For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Air Form --repeating_npctrait_-CREATE_description|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.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The elemental makes two slam attacks.
!setattr --sel --repeating_npcaction_-CREATE_name|Whirlwind --repeating_npcaction_-CREATE_description|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.
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
The elemental makes two slam attacks.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 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 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.
DM Options: Monster Talents
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Monster Weaknesses
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Monster Loot: Monster Manual
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Home-Field Advantage
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Creature Harvest Index: Elementals
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Monster Loot: Candlekeep Mysteries
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Monster Loot: Dragonlance: Shadow of the Dragon Queen
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Monster Loot: Waterdeep: Dungeon of the Mad Mage
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Monster Loot: Journeys through the Radiant Citadel
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Monster Loot: Keys from the Golden Vault
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Monster Loot: Princes of the Apocalypse
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Monster Loot: Storm King's Thunder
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Monster Loot: Strixhaven: A Curriculum of Chaos
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Monster Loot: Tales from the Yawning Portal
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Monster Loot: The Wild Beyond the Witchlight
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Monster Loot: Tomb of Annihilation
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Monster Loot: Tyranny of Dragons
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Official miniatures
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