Small Elemental, Chaotic Neutral
Armor Class 12 (natural armor)
Hit Points 15 (2d10 + 4)
Speed 0 ft., Fly 45 ft. hover
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Gust. Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.

Whirlwind(Recharge 4–6). One creature within 15 feet that the elemental can see must make a DC 12 Strength saving throw. On a failure, a target takes 4 (1d4 + 2) bludgeoning damage and is flung up 10 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. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.

Description

Elemental sprites appear in areas with a lot of their core elements available.  They are often overly playful and enjoy pranking or pestering people and animals around them.  Should a traveler come across one and keep it entertained, it may lead them to a nearby treasure cache or point of interest.

The air sprite is particularly volatile.  They love to interact with travelers, blowing down climbing equipment and blowing out torches or campfires.  When entertained, they like to bestow gifts to their "victims" which they found blowing loose in the wind.

Habitat: CoastalDesertHillMountain

TheTwiggs

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