Elemental Corruption. If Beo is reduced to 0 hp, he begins rolling death saved adding his Wisdom modifier. On three successes he stabilizes. On three fails or if he is subjected to any effect that would cause his death, instead of dying he is consumed by the elemental chaos and transformed into a Air Elemental Myrmidon that treats everyone as an enemy.
Innate Spellcasting. Beo's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: fly, absorb elements, wind walk
1/day each: conjure elemental (air elemental only), control winds, gaseous form, invisibility, major image, plane shift
Multiattack. Beo makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) thunder damage.
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point Beo can see within 120 feet of it. The whirlwind lasts as long as Beo maintains concentration (as if concentrating on a spell). Any creature but Beo that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. Beo can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if Beo loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
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