Air Form. Amalgam of Air can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered Attacks. Amalgam of Air’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Amalgam of Air’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Legendary Resistance (3/Day). If Amalgam of Air fails a saving throw, it can choose to succeed instead.
Magic Resistance. Amalgam of Air has advantage on saving throws against spells and other magical effects.
Multiattack. Amalgam of Air makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage.
Thundercrack (Recharges after a Short or Long Rest). Amalgam of Air unleashes a terrible thundercrack in a 100-foot- radius sphere centered on itself. All hostile creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Amalgam of Air's next turn.
Change Shape. Amalgam of Air polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds it, its eyes are pale and cloudy, and it loses the Air Form trait. It can remain in polymorphed form for up to 1 hour. Reverting to its true form requires an action.
Summon Elementals (1/Day). Amalgam of Air summons up to ten air elementals. Summoned elementals have maximum hit points, appear within 100 feet of Amalgam of Air, and disappear if Amalgam of Air is reduced to 0 hit points.
Amalgam of Air 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. Amalgam of Air regains spent legendary actions at the start of its turn.
Peal of Thunder (Costs 1 Action). Amalgam of Air unleashes a peal of thunder that can be heard out to a range of 300 feet. Each hostile creature within 30 feet of Amalgam of Air takes 5 (1d10) thunder damage.
Whirlwind (Costs 2 Actions). Amalgam of Air creates a magical whirwind around itself. Until its next turn missile attacks are deflected and do no damage to Amalgam of Air.
Suffocate (Costs 3 Actions). Amalgam of Air steals the air of one breathing creature it can see within 60 feet of it. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can’t breathe or speak until the start of its next turn.
Description
Amalgam of Air is the personification of the element of Air. All Amalgams are tied to the Amalgam of Spirit and cannot move more than 30 feet from it. If the Amalgam of Spirit drops to 0 hitpoints so too do the other Amalgams.
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Posted Mar 30, 2020This is great I love how you created a chain of monsters like this.
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Posted Mar 30, 2020Also, where is the reaction description I was using this in my game and it came up
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Posted Apr 1, 2020Thanks! I made these as a challenge for my players in a session where they lived through the birth of the gods in my world!
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Posted Apr 1, 2020I didn't actually give these monsters any reactions as I wanted to keep them relatively simple. For context I had a group of new players who actually got to play as these monsters (one for each element/player).