Legendary Resistance (2/Day). If the Avatar fails a saving throw, it can choose to succeed instead.
Air Form. The Avatar can enter a hostile creature's space. Other creatures do not count as difficult terrain to the Avatar, though it still counts as difficult terrain to them.
The Avatar can move through a space as narrow as 1 inch wide without squeezing.
Divisible. If the Avatar takes 30 damage or more from a single attack, spell, or ability, a portion of its body splits off and becomes an air elemental. The air elemental appears with full hit points. If another air elemental already exists on the battlefield, they share initiative. Otherwise, the air elemental immediately rolls its own initiative.
Multiattack. The Avatar makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage.
The Avatar can take 1 legendary action, 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. The Avatar regains spent legendary actions at the start of its turn.
Wrath of the Storm. All creatures of the Avatar's choice within fifteen feet of it or in its space must make a DC 16 Dexterity saving throw. A creature takes 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.
Tornado. The Avatar may move up to 15 feet. It may then spin into a tornado.
Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 11 (2d8 + 2) bludgeoning damage and is flung up 20 feet 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 16 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.
Description
The Avatar of the Storm is a towering elemental, many times larger than a normal air elemental. It is born from the primal essence of the Elemental Plane of Air, summoned to the prime material plane by powerful magics and the bound life forces of other creatures of the plane of air.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Avatar takes a lair action to cause one of the following effects; the Avatar can’t use the same effect two rounds in a row:
- Lightning strikes three creatures the Avatar can see within 120 feet of it. Each creature must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) lightning damage and be knocked prone.
- A minor whirlwind spins in a 10-foot-radius sphere centered on a point the Avatar can see within 120 feet of it. Each creature in the whirlwind must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the Avatar can see. They must be within 120 feet of the Avatar and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
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