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.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 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 the saving throw is successful, the damage is halved and the creature is only pushed 10 ft away - still 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, and the creature is then grappled. Until this grapple ends, the target is restrained and unable to breathe unless it doesn't require air to breathe. A creature is rendered unconscious after a minute of being trapped in the grapple. 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.
Regeneration. Hurricane regains 20 hit points at the start of his turn if he has at least 1 hit point.
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks.
Description
A hurricane l is a funneling cloud of whirling air and water. It can turn itself into a thunderous cyclone, creating a whirlwind that batters creatures even as it flings them away.
Previous Versions
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2/19/2021 11:54:12 PM
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Coming Soon
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